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5 


PLAYER’S HANDBOOK 3 DEBUT: THE ARDENT 

Get an exclusive look at another new class from Player’s Handbook® 3. This 
month, the ardent! 


45 


17 


SWORDMAGE ESSENTIALS 

By Andy Collins 

Learn the secrets to building and playing the swordmage, arcane defender. 


48 


25 


FAMILIAR POWER: WIZARDS 

By Arthur Wright 

Familiars are more than just shoulder dressing for your wizard. These new 
powers feature kickers that activate if you have a familiar. 


30 


ASSASSIN’S TOY CHEST 

By Mike Mearls 

More goodies for your assassin, including more feats and ki foci! 


33 


AVENGER ESSENTIALS 

By Rodney Thompson 

Learn the basics to building a complete avenger, divine tool of justice of the 
gods. 


53 

56 

59 


42 


CLASS ACTS: AVENGERS 

By Rodney Thompson 

More toys for avengers, featuring a slew of new power options. 


62 



CLASS ACTS: FIGHTER 

By Stephen Radney-MacFarland 

Learn the secrets of the School of Twenty Blades. 

CLASS ACTS: WARLOCK 

By Robert J. Schwalb 

The Blasphemous Libram is capable of great evil-and granting great power. 

CLASS ACTS: DRUID 

By Aidyn Newman 

New options for the shifting druid in all of us. 

CLASS ACTS: INVOKER 

By Robert J. Schwalb 

New options for those invokers who awaken their inner god fragment. 

POWER PLAY: ARCANE POWER 

By Stephen Radney-MacFarland 

All arcanists seek more power, but the followers of the Gloaming Path seek it 
in the place some say arcane power was born: the Feywild. 

POWER PLAY: PRIMAL POWER 

By Tavis Allison 

Those who learn the secrets of primal mapping can find their way more 
easily in the world. 











65 


WINNING RACES: DROW 

By Bruce R. Cordell 

The drow are known for their treachery and viciousness, but some learn to tap 
these innate callings to serve a higher cause. 


68 


WINNING RACES: ELVES 

By Robert. J. Schwalb 

Twilight elves are Sehanine’s chosen, and they have gained some of the 
patron’s mystery, and much of her power. 


71 


CHANNEL DIVINITY: THE TRAVELER 

By Chris Sims 

Those who are devoted to misdirection and stealth often find the Traveler’s 
ways suit their own. 


74 


SOLO ADVENTURE 

By Chris Sims 

A D&D 4th Edition solo play adventure for one lst-level character. Rescue 
your adventuring party and help the goblin Splug at the same time! 


99 


KNOW YOUR ROLE: CONTROLLER 

By Robert J. Schwalb 

New feats and tips to give your controller more oomph. 


102 


GUILDS & GROUPS: MOON CATCHERS 

By Bruce R. Cordell 

The followers of Iltani the Blue seek to return her to the sky and guard the 
world against a great catastrophe. 



4 EDITORIAL 

1 06 CONFESSIONS OF A FULL TIME WIZARD 

By Shelly Mazzanohle 

D&D’s “Player-in-Chief” shares more of her 
wisdom and insight. 

Ill RPGA REPORT 

By Chris Tulach 

The Living FR campaign is in full swing. Learn 
more about how to get involved! 

115 AMPERSAND 

By Bill Slavicsek 

Bill discusses more of the changes in store for 
D&D in 2010. 



ON THE COVER 

Illustration by Steve Prescott 














EDITORIAL 



-^ 382 ;- 

DRAGON x ' December 2 009 


Editor-in-Chief 


Chris Youngs 


Senior Art Director 


Jon Schindehette 


Web Specialist 
Web Production 
Graphic Design 
Contributing Authors 


Cover Artist 
Contributing Artists 


Web Development 
D&D Creative Manager 

Executive Producer, 
D&D Insider 

Director of RPG R&D 


Chris Sims 

Bart Carroll, Steve Winter 
Keven Smith, Yasuyo Dunnett 

Tavis Allison, Andy Collins, Bruce 
R. Cordell, Shelly Mazzanoble, 
Mike Mearls, Matthew Newman, 
Stephen Radney-MacFarland, 
Robert J. Schwalb, Chris Sims, 

Bill Slavicsek, Rodney Thompson, 
Chris Tulach, Arthur Wright 

Stephen Radney-MacFarland, 
Peter Schaefer, Stephen Schubert, 
Chris Sims, Rodney Thompson 

Michele Carter, Jeremy Crawford, 
Miranda Horner 

Steve Prescott 

Alex Aparin, Eric Belisle, Wayne 
England, Tyler Jacobson, McLean 
Kendree, Jorge Lacera, Patrick 
McEvoy, William O’Connor, 

David Rapoza, Evan Shipard, 

Eric L. Williams 

Mark A.Jindra 
Christopher Perkins 


Chris Champagne 
Bill Slavicsek 


Special Thanks 

Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter, 
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Torah Cottrill, 
Jeremy Crawford, Mike Donais, Rob Heinsoo, Nina Hess, Peter Lee, 
Mike Mearls, Kim Mohan, Cal Moore, Stephen Radney-MacFarland, 
Peter Schaefer, Stephen Schubert, Matthew Sernett, 

Rodney Thompson, Rob Watkins, James Wyatt 


Career Change 

(Or, Your Character Sheet as Resume) 


Those of you following Confessions of a Full-Time Wizard 
(and if you don’t, you really should), are likely aware 
of the friendly debate waging between the author and 
myself-which, in no small part, involves honor, trust, 
betrayal, life, death, and the career choice of one slight, 
black-feathered fellow named Holden Cawfield. 

While Holden may be crow-like in appearance (he 

is, you see, a kenku), his actions are more cuckoo-like 
in nature. The cuckoo hides its eggs in another bird’s 
nest to be raised unwittingly. And this is how Shelly 
viewed Holden. He presented himself as one thing only 
to become another-not for his party’s interests, but 
entirely for his own. 

A little backstory to this debate: Shelly and I play in 
the same Scales of War campaign. A few months back, 
Holden auditioned for an open spot at the table, won 

it, and promptly joined the Wyld Stallions’ as a much- 
needed cleric. 

Then Dragon published the assassin class. Holden 
simply couldn’t resist. 

I won’t go into the intrinsic coolness of the assassin 
class, how I’ve played one since 1st Edition, or how well 
I feel its mechanics work in 4th Edition (though I am 
campaigning for a ranged assassin/sniper build). I’ll 
only say that once the assassin appeared, I lobbied to 
change Holden’s class, and our DM agreed. 

Shelly cried fowl (last bird reference, I promise). 
Holden had been hired as a cleric, and-she felt-should 
remain one. 

My defense, and the point of this editorial, goes as 
follows: There are, quite thankfully, a wealth of classes 
in this game, and a typical campaign involves sessions 
spanning months, if not years, of play. Many players are 
satisfied to run their character as originally designed for 
the entire length of the campaign. To them, adventur¬ 
ing parties resemble the Fellowship of the Ring; it just 
wouldn’t fit for Gimli to put down his axe or Legolas his 
bow and start learning to cast spells under Gandalf’s 
tutelage. On the other hand, some players like the 
opportunity to sample classes. They are experimenters, 


dabblers, the cobblers of mechanics. Without forcing 
their character’s death or retirement, it makes sense 
that they be allowed to change careers mid-campaign. 
There’s no judgment being cast here on either style: you 
should play your character however you see fit, which is 
the heart of my argument. 

Career changes happen, at the best of times, for the 
advancement of the character in question. Bilbo Baggins 
started out as a middle-aged homeowner, became a bur¬ 
glar, then later a traveling historian. Aragorn started as a 
ranger of ill-repute, only to become a field marshal, and 
finally king. Look at Cattie-Brie, who literally did lay 
down her bow to learn spellcasting. In fact, consider vir¬ 
tually anyone you know in the real world. I have myself 
worked at amusement parks, as an overnight hotel valet, 
delivered phone books, operated as a CIA hit man, 
taught English, and edited technical manuals along the 
course of my career. 

All that said, I would not advocate career changes 
often or thoughtlessly. You should ask your DM’s advice 
and permission-and you should consult your fellow 
players, to make sure they don’t feel an important role 
is being vacated to the party’s detriment. In Holden’s 
case, this meant multi-classing as a cleric (of the Raven 
Queen, of course) and purchasing magic items to further 
help with healing, to soften the blow of my decision. 

We often talk that the job of the DM is to make sure 
everyone around the table is having fun. To a large 
extent, the same holds true for you as the player—your 
job is to make sure that you’re also having fun, and so 
contribute to the group’s overall enjoyment of the game. 
At the most basic level, your fun begins with the char¬ 
acter you’re playing; if that character is interested in 
changing careers, that option should be on the table. 

Just take our recent playtesting of OP’s Lair Assault 
adventure. Afterward, Shelly herself considered a career 
change for her character-from Tabitha the wizard to 
Tabitha the barbarian. 

The defense rests. 








Ardent 


By Robert J. Schwab 

Commentary by James Wyatt 
and Peter Schaefer 

illustrations by Chris Seaman 


“The fate of the world rests on 
the fire of your passions.” 


CLASS TRAITS 
Role: Leader. You fill your allies with the will to fight 
and the clarity of purpose needed for victory. When 
you attack, you loose thoughts that intensify emotions 
and lay bare truths. Depending on your choice of class 
features, you lean toward either defender or striker as 
a secondary role. 

Power Source: Psionic. You are a spiritual warrior 
whose thoughts swirl about you to infect your enemies 
with doubt and fill your allies with confidence. 

Key Abilities: Charisma, Constitution, Wisdom 
Armor Proficiencies: Cloth, leather, hide, chainmail 
Weapon Proficiencies: Simple melee, military melee, 
mple ranged 
Bonus to Defense: +1 Fortitude, +1 Will 

Hit Points at 1st Level: 12 + Constitution score 

Hit Points per Level Gained: 5 

Healing Surges per Day: 7 + Constitution modifier 

Trained Skills: From the class skills list below, choose 
four trained skills at 1st level. 

Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), 
Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight 
(Wis), Intimidate (Cha), Streetwise (Cha) 


COMMENTARY 

/ James Wyatt: The ardent is the psionic warlord. 
While the warlord shouts encouragement, inspira- 
n, and commands to his allies, the ardent taps 
directly into his allies’ minds to achieve similar 
results. I like the ardent as a passionate, tempestuous 
foil to the psion’s calm rationality. 


COMMENTARY 
Peter Schaefer: Just like the psion’s design made 
it clear that it should be an Intelligence class, the 
ardent’s method of projecting and wielding emotions 
make Charisma the perfect choice. 

JW: When we designed the kalashtar race in the 
Eberron Player’s Guide, bonuses to Wisdom and 
Charisma seemed like a really good fit. I remember 
somebody saying, “But that doesn’t make them good 
psions.” And I said, “They’ll be good at some psionic 
class, I’m sure.” And here’s that class. 


Class Features: Ardent Mantle, ardent surge, Psionic 
Augmentation 


TM & © 2009 ' 


i Coast LLC. All 


December 2009 | DRAGON 382 





Player's Handbook 3 Debut: Ardent 


Those who let their base emotions rule them invite 
madness and destruction. Prolonged feelings of fear, 
greed, lust, or hatred can weaken the mind’s defenses 
against manipulation. Wielding psionic power, you 
excite such emotions in your enemies, creating gaps 
in their defenses and frustrating their attacks, all 
while filling your allies with encouraging thoughts 
and guarding them against despair and other nega¬ 
tive emotions. 

Ardents rarely learn their art through formal 
training. In many ways, they are incidental leaders, 
having stumbled onto psionic power at some point 
earlier in their lives. How you discovered your psionic 
talent can shape how you wield this power now. 

You might have awakened to your talent in the heat 
of battle, experiencing a mental breakthrough that 
allowed you to augment your attacks by rending your 
enemies’ minds. Or your friends might reflect your 
power when your mood bleeds into theirs, altering 
their emotional states to match your own. Regardless 
of the revelation, you learned to harness this power to 
support your fighting prowess and to guide your allies 
to victory. 



COMMENTARY 

PS: Originally, each mantle (of which one debuts 
here) shared the same power. That power was more 
offensive than ardent alacrity and lit well with the 
other build, hut seemed out of place for this more 
defensive build. That led to the addition of ardent alac¬ 
rity and tying each to a different mantle 


Ardent Class Features 

Ardents have the following class features. 

Ardent Mantle 

COMMENTARY 

J W: The name of the class and some of the termi¬ 
nology within it-such as mantles-come from a 3rd 
edition class that appeared in Complete Psionic. That’s 
about where the similarity ends, though. 

A person’s state of mind can be armor against the 
decay and madness born from base emotions, and 
thus ardents gird themselves by donning particular 
mindsets to ward off the perils brought on by fear, 
despair, and hatred. Various emotional states, called 
mantles, can safeguard the mind. Ardents most com¬ 
monly use the mantles of clarity and elation. 

One Ardent Mantle option is presented here. It 
gives a power to you as well as a benefit to you and 
your allies. 

Mantle of Clarity: You and each ally within 5 
squares of you gain a bonus to all defenses against 
opportunity attacks. The bonus equals your Wisdom 
modifier. In addition, each ally within 5 squares of 
you gains a +2 bonus to Insight checks and Perception 
checks. (If a character is in the radius of more than 
one Mantle of Clarity, the bonuses are not cumula¬ 
tive. Only the highest ones apply to him or her.) 

You also gain the ardent alacrity power. 

Ardent Surge 

You gain the ardent surge power. Your advanced emo¬ 
tional state is inspirational, motivating your allies and 
helping them to recover from injuries. 


Psionic Augmentation 


COMMENTARY 

JW: Like the psion and unlike the monk, the ardent 
makes use of psionic augmentation to make at-will 
powers stand in for encounter attack powers. 


Through discipline and careful study, you have 
mastered a form of psionic magic that offers greater 
versatility than other characters command. You know 
a broad array of at-will powers, each of which is a con¬ 
duit through which you can pour as much or as little 
psionic energy as you choose. You channel psionic 
energy into a reservoir of personal power-repre¬ 
sented in the game as power points-that you can use 
to augment your at-will attack powers, replacing the 
encounter attack powers that other characters use. 

As an ardent, you acquire and use powers in a slightly 
different manner from how most other classes do. 

At-Will Attack Powers: At 1st level, you choose 
two at-will attack powers and one daily attack power 
from your class, but you don’t start with any encoun¬ 
ter attack powers from your class. You can instead 
augment your ardent at-will attack powers using 
power points. These powers (and certain others, 
notably the encounter attack power you gain from an 
ardent paragon path) have the augmentable keyword 
(see the sidebar). 

You gain new ardent at-will attack powers, instead 
of new encounter attack powers, as you increase in 
level. At 3rd level, you choose a new ardent at-will 
attack power. At 7th, 13th, 17th, 23rd, and 27th level, 
you can replace one of your augmentable ardent at- 
will attack powers with another one of your level or 
lower. The power you replace must be augmentable. 

Power Points: You start with 2 power points. You 
gain 2 additional power points at 3rd and 7th level, 1 
additional power point at 13th level, and 2 additional 


December 2009 | DRAGON 382 







Player's Handbook 3 Debut: Ardent 


power points at 17th, 21st, 23rd, and 27th level. If 
you gain power points from another source (such as 
your paragon path), add them to your power point 
total. You can use your power points to augment any 
augmentable power you have, regardless of how you 
gained the power. 

You regain all your power points when you take a 
short or an extended rest. 



3 Choose one Gain 2 (4 total) 

7 Replace one Gain 2 (6 total) 

13 Replace one Gain 1 (7 total) 

17 Replace one Gain 2 (9 total) 

21 - Gain 2 (11 total) 

23 Replace one Gain 2 (13 total) 

27 Replace one Gain 2 (15 total) 


COMMENTARY 

PS: When it comes to designing and developing psionic 
powers, the minor augment (Augment 1 in heroic 
and paragon tiers, Augment 2 in epic tier) are often a 
challenge. The goal is to create an augment that is con¬ 
ditionally as good as the full augment but isn’t always 
desirable or worth the cost. It’s a hard line to walk. 


A power that has the augmentable keyword has 
optional augmentations, which you can use at the 
cost of power points. You use these rules when you 
use an augmentable power. 

Decide First: You must decide whether and 
how to augment an augmentable power when 
you choose to use the power, before you make any 
attack rolls or apply any of the power’s effects. 

Power Point Cost: An augmentation specifies 
its cost in power points. For example, “Augment 
1” means you must spend 1 power point to use an 
augmentation. You must spend the required power 
points when you decide to use the augmentation. 

One at a Time: You can use only one augmenta¬ 
tion on a power at a time, so you can’t, for example, 
spend 3 power points to use both a 1-point and a 
2-point augmentation on a single power. 

Replace Base Effects: When you augment a 
power, changes to the power are noted in the aug¬ 
mentation. If an augmentation includes a specific 


power entry, like “Hit” or “Effect,” that entry 
replaces the entry in the base power that has the 
same name. An augmented version of a power is 
otherwise identical to the base power. 

Unaugmented: When you use an augmentable 
power without augmenting it, the power is 
referred to as unaugmented for that use (some 
effects apply only when a power is unaugmented). 
A power that doesn’t have the augmentable key¬ 
word is never considered unaugmented. 

At-Will Attack Powers: When a power or 
some other effect lets you use an at-will attack 
power, you can choose to use one of your aug¬ 
mentable at-will attack powers, but you must use 
it unaugmented. 

When a racial trait grants you an at-will 
attack power of your choice and you choose an 
augmentable at-will attack power, the power 
loses both the augmentable keyword and its 
augmentations. 


LevelAt-Will Attack Powei 


Power Points 


COMMENTARY 

J W: This sidebar Is slightly updated compared to the 
version that appeared In the Psion debut, and replaces 
that text. This definition includes a few clarifications, 

' and it changes how augmentable powers interact with 
things like the human’s Bonus At-Will Power trait. 


THE AUGMENTABLE KEYWORD 


December 2009 | DRAGON 382 


\( 7 ) 










Player's Handbook 3 Debut: Ardent 


Creating an Ardent 

Ardents depend on Charisma more than other 
abilities. Constitution is important for powers that 
improve your allies’ attacks, and Wisdom is impor¬ 
tant if you want to foil your enemies’ attacks. You can 
choose any powers you like, though many ardents 
favor one of the two builds described here. 

Enlightened Ardent 

You read your enemies’ weaknesses and reveal 
them to your allies, and your keen insight helps your 
allies overcome damaging effects. Make Charisma 
your highest ability score. You should also consider 
investing in Wisdom to take advantage of powers 
that confuse your enemies. Your secondary role is 
defender, and your leadership helps protect allies 
from harm. 

Suggested Class Feature: Mantle of Clarity 
Suggested Feat: Bolstering Mantle 
Suggested Skills: Bluff, Diplomacy, Heal, Insight 
Suggested At-Will Powers -.focusing strike, psionic 
shield 

Suggested Daily Power: wormhole plunge 

Ardent Powers 

When you use your ardent disciplines, you trans- ._ 

mit your thoughts and emotions to those around 
you. These sensations bleed into nearby creatures, 
either filling them with despair and pain or hope 
and vigor. Your powers are accompanied by visual 
signs, contained in a sudden corona of light that 
swirls out from your head and flares around you. The 
light’s color reflects your mood, with brilliant scarlet 
flashes representing anger; green, health and vigor; 
black, fear and death; and so on. When you augment 
your powers by spending power points, the corona 
intensifies. 


ARDENT OVERVIEW 

Characteristics: You lead your group from 
the front lines, mixing strong melee attacks with 
equally strong mental assaults. Your strikes can 
dismantle your enemies’ defenses and make 
them more vulnerable to your allies’ attacks. 
In addition, you can provoke allies to perform 
daring stunts and maneuvers, helping them 
gain better positions, leap across the battlefield 
to close with distant foes, or shrug off deadly 
afflictions. 

Religion: Ardents gravitate toward wild and 
unpredictable gods, favoring those who repre¬ 
sent war or wilderness. Kord and Melora are the 
most popular, with more independent ardents 
following Avandra. Evil ardents find much to like 
in Bane and Gruumsh. 

Races: Humans, half-elves, and kalashtar are 
the most common ardents, though dragonborn, 
halflings, gnomes, and tieflings also excel in this 
class, having the natural charisma needed to 
focus their inner strength. 


COMMENTARY 

JW: Manipulating emotions is definitely a two-edged 
sword. Ardents inspire and invigorate their allies and 
crush their enemies under the heels of despair, dread, 
and hopelessness. 


Class Eeatures 


You have the powers ardent surge and ardent alacrity. 


Ardent Alacrity Ardent Feature 


As you take a hit, your emotional energy inspires your allies. 

Encounter ♦ Psionic 
No Action Close burst 5 
Trigger: You are bloodied by an attack 
Target: Each ally in burst 

Effect: Each target can use a free action either to shift 1 square 
or to move half his or her speed. 

COMMENTARY 

JW: I imagine a powerful psychic scream formed of 
the ardent’s pain galvanizing nearby allies to action. 



You send a surge of powerful emotion that revives a faltering 
ally. 

Encounter (Special) ♦ Healing, Psionic 
Minor Action Close burst 5 (10 at 16th level) 

Target: You or one ally 

Effect: The target can spend a healing surge and regain 1 d6 
additional hit points. 

Level 6: 2d6 additional hit points. 

Level 11: 3d6 additional hit points. 

Level 16: 4d6 additional hit points. 

Level 21: 5d6 additional hit points. 

Level 26: 6d6 additional hit points. 

Mantle of Clarity: The target gains a +1 bonus to all defenses 
until the end of your next turn. 

Mantle of Elation: The target gains a +1 bonus to attack rolls 
until the end of your next turn. 

Special: You can use this power twice per encounter, but only 
once per round. At 16th level, you can use this power three 
times per encounter, but only once per round. 
COMMENTARY 

PS: The mantle of clarity’s defensive nature also shows 
up in its healing power, which I think is a first. 

J W: The mantle of elation is the other option for the 
Ardent Mantle class feature, which you’ll see in detail 
in March! 


December 2009 | DRAGON 382 








Player's Handbook 3 Debut: Ardent 


Level 1 At-Will Disciplines 


Energizing Strike Ardent Attack 1 


The energy and emotion you put into your attack flows into 
your ally. 

At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage, and one ally within 5 
squares of you gains temporary hit points equal to one-half 
your level + your Charisma modifier. 

Augment 1 (Healing) 

Hit: 1 [W] + Charisma modifier damage, and one dying ally 
within 5 squares of you regains hit points equal to your 
Charisma modifier. 

Augment 2 (Healing) 

Hit: 2[W] + Charisma modifier damage, and you or one ally 
within S squares of you can spend a healing surge. 


Focusing Strike Ardent Attack 1 


You attack your foe with calm and clarity of mind, extending 
that clarity to give a nearby ally a chance to clear a lingering 
effect. 

At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage, and you or one ally 
within 5 squares of you can make a saving throw. 
Augment 1 

Hit: As above, and if the saving throw is against a charm or 
a fear effect, it gains a power bonus equal to your Wisdom 
modifier. 

Augment 2 

Hit: 2[W] + Charisma modifier damage, and you and each 
ally within 5 squares of you can make a saving throw. 


Psionic Shield Ardent Attack 1 


As you strike your foe, you motivate a nearby ally with a calm 
determination to defend himself or herself. 

At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage, and one ally within 5 
squares of you gains a +1 power bonus to all defenses until 
the end of your next turn. 

Augment 1 

Hit: 1 [W] + Charisma modifier damage, and one ally within 
5 squares of you gains a power bonus to Will equal to your 
Wisdom modifier until the end of your next turn. 

Augment 2 

Hit: 2[W] + Charisma modifier damage, and each ally within 
5 squares of you gains a +2 power bonus to all defenses 
until the end of your next turn. 


Wormhole Plunge Ardent Attack 1 


Your foe falls through a hole in space and appears some dis¬ 
tance away from you. 


Daily ♦ Psionic, Teleportation, Weapon, Zone 

Standard Action Melee weapon 

Target: One creature 

Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage. 

Miss: Half damage. 

Effect: You teleport the target a number of squares equal to 
your Wisdom modifier, and then one ally adjacent to the 
target can make a melee basic attack against it as a free 

The attack creates a zone in the space that the target vacated. 
The zone lasts until the end of your next turn. Any creature 
that starts its turn within 3 squares of the zone is pulled 1 
square toward it or into it. As a free action, you can teleport 
a creature within the zone 3 squares. 


Level 1 Daily Disciplines 


Level 2 Utility Disciplines 


Implanted Suggestion Ardent Attack 1 


You compel your enemy to open itself to attack. 

Daily ♦ Charm, Psionic, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Charisma vs. Will 

Hit: 2[W] + Charisma modifier damage, and the target is dazed 
(save ends). 

Miss: Half damage. 

Effect: The target is affected by your suggestion (save ends). 
Until the suggestion ends, whenever the target makes an 
attack, one ally adjacent to the target can make a melee 
basic attack against it as a free action after the target’s at¬ 
tack is resolved. 



You fold the space between yourself and an ally so that you can 
switch positions. 


Encounter ♦ Psionic, Teleportation 
Move Action Close burst 5 

Target: One ally in burst 

Effect: You teleport yourself and the target, swapping positions. 
COMMENTARY 

JW: My paladin really enjoyed using benign transposi¬ 
tion for a while, but I’d sometimes catching myself 
teleporting just because I could, when what I really 
wanted was to make the attached 2[W] attack. I think 
having that ability in a standalone utility power is a lot 
more flexible-and also feels very psionic. 


December 2009 | DRAGON 382 


\R) 













Player's Handbook 3 Debut: Ardent 


ESSES! 

You convince a 
as bad as they: 


Matter Ardent Utility 2 


i ally that the wounds he or she suffers are not 


Daily ♦ Psionic 

Minor Action Ranged 5 

Target: You or one ally 

Effect: The target gains temporary hit points equal to his or her 
healing surge value. 


Level 3 At-Will Disciplines 


Distracting Strike Ardent Attack 3 


With a savage strike, you wrench your enemy’s attention from 
an ally. 

At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage, and either you or an 
ally adjacent to the target marks it until the end of your 

Augment 1 

Effect: The marked condition ends on allies adjacent to 
you, who can each shift 1 square as a free action. 
Augment 2 
Close burst 1 

Target: Each enemy in burst 


Prescient Strike 

Ardent Attack 3 1 

You see the danger and let your weapon se 
your comrade. 

•rve as warning to 


At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Primary Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage. When the target at¬ 
tacks you or an ally adjacent to you during its next turn, you 
can make the following secondary attack against it as an 
immediate interrupt. 

Secondary Attack: Charisma vs. Will 
Hit: The target takes a penalty to its attack roll equal to your 
Wisdom modifier. 

Augment 1 

Hit: As above, but you can make the secondary attack only 
if the target attacks your or the ally’s Will. You gain a bonus 
to the secondary attack roll equal to your Wisdom modifier. 

Augment 2 

Hit: 2[W] + Charisma modifier damage. When the target 
attacks you or an ally you can see during its next turn, you 
can make the following secondary attack against it as an 
immediate interrupt, with a bonus to the secondary attack 
roll equal to your Wisdom modifier. 

Level 5 Daily Disciplines 


Enlightening Pulse Ardent Attack 5 


Clarity pulses out from your mind, creating an area that helps 

your allies free themselves from unfavorable circumstances. 

Daily ♦ Psionic, Weapon, Zone 

Standard Action Melee weapon 

Target: One creature 

Attack: Charisma vs. AC 

Hit: 3[W] + Charisma modifier damage. 

Effect: The attack creates a zone in a close burst 2. The zone 
lasts until the end of your next turn. When an ally damages 
an enemy that is within the zone, one ally within the zone 
can make a saving throw with a power bonus equal to your 
Wisdom modifier. 

Sustain Minor: The zone persists. 



You bend space to let yourself and an ally exchange positions. 


Daily ♦ Healing, Psionic, Teleportation 
Standard Action Close burst 5 

Target: You and one ally in burst 

Effect: The targets teleport, swapping positions, and can then 
each make a basic attack as a free action, with a +2 power 
bonus to the attack rolls. For each of these attacks that hits, 
you or one ally you can see can both spend a healing surge 
and make a saving throw. If both basic attacks miss, you 
regain the use of this power. 


You accelerate your friend’s natural healing ability so that his 
or her wounds close with amazing speed. 

Daily ♦ Healing, Psionic 

Minor Action Melee touch 

Target: You or one ally 

Effect: The target regains hit points as if he or she had spent a 
healing surge. 


Level 6 Utility Disciplines 


1 Evade Attack 

Ardent Utility 6 1 

When your friend steps ir 
to safety. 

ito harm’s way you whisk him or her 


Encounter ♦ Psionic, Teleportation 
Immediate Interrupt Ranged 20 

Trigger: An ally is hit by an opportunity attack 
Target: The triggering ally 

Effect: You teleport the target a number of squares equal to 
your Charisma modifier. 


Mend Wounds Ardent Utility 6 


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Player's Handbook 3 Debut: Ardent 


Level 7 At-Will Disciplines 


Courageous Strike Ardent Attack 7 


You strike at your foe and fill your friend with courage, bol¬ 
stering both of you against the foe’s attacks. 

At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage, and you and one ally 
adjacent to you gain a +2 power bonus to AC against the 
target’s attacks until the end of your next turn. 

Augment I 

Hit: As above, but the power bonus applies to all defenses, 
not just AC. 

Augment 2 (Zone) 

Close burst 1 

Target: Each enemy in burst 

Hit: 1 [W] + Charisma modifier damage. 

Effect: The burst creates a zone that lasts until the end of 
your next turn. You and your allies gain a power bonus to 
AC equal to your Wisdom modifier while within the zone. 


Mindlink Strike Ardent Attack 7 


Linking minds with an ally, you coordinate your efforts to 
confound your foe. 

At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee 1 

Target: One creature 

Effect: One ally adjacent to you can make a melee basic attack 
against the target as an opportunity action. On a hit, you 
and the ally can each shift as a free action. 

Augment 1 

Effect: As above, and the ally gains a +3 power bonus to 
the damage roll if he or she is marking the target. 

Augment 2 
Close burst 1 

Target: Each enemy you can see in burst 
Hit: 1 [W] + Charisma modifier damage, and one ally adjacent 
to the target can make a melee basic attack against it as an 
opportunity action. 


Level 9 Daily Disciplines 


1 Dulled Reflexes 

Ardent Attack 9 1 

Your foe moves slower and slower until it can’t move, and its 
slowness infects its allies. 

Daily ♦ Psionic, Weapon 
Standard Action 

Target: One creature 

Attack: Charisma vs. AC 

Melee weapon 

Hit: 2[W] + Charisma modifier damage, and the target takes a 
-2 penalty to speed (save ends). Until the penalty ends, it 
worsens by 2 whenever the target attacks. When the tar¬ 
get’s speed reaches 0 in this way, the penalty ends, but the 
target is restrained and stunned (save ends both). 

Effect: Until the end of the encounter, any enemy that starts its 
turn adjacent to the target is slowed (save ends). 

1 Feast of Plenty 

Ardent Attack 9 1 

You wrap your foe in a psionic t 
for your allies. 

let that leaches power from it 

Daily ♦ Psionic, Weapon 
Standard Action 

Target: One creature 

Attack: Charisma vs. AC 

Melee weapon 


Hit: 3[W] + Charisma modifier damage. 

Effect: Until the end of the encounter, whenever the target 
takes damage, you and each ally adjacent to you gain 
temporary hit points equal to 3 + your Wisdom modifier. 

COMMENTARY 

JW: I like the flavor of using psionic powers to coor¬ 
dinate your allies’ actions, bringing your group into 
greater harmony. 


Level 10 Utility Disciplines 


From the Brink Ardent Utility 10 


Your friend hovers near death. You touch his or her mind, and 
your friend awakens with a start. 

Daily ♦Healing, Psionic 

Minor Action Close burst 10 

Target: One ally 

Effect: The target regains hit points as if he or she had spent 
a healing surge. If the target is dying, he or she regains ad¬ 
ditional hit points equal to 2d10 + your Charisma modifier. 
In addition, the target can stand up as a free action. 



Your allies find new courage with your support. 

Encounter ♦ Psionic 

Minor Action Close burst 1 

Target: You and each ally in burst 

Effect: Until the end of your next turn, each target gains a +2 
power bonus to attack rolls and a +2 power bonus to sav¬ 
ing throws against fear effects. 


Level 13 At-Will Disciplines 


1 Hope’s Audacity 

Ardent Attack 13 1 

Your optimism and confidenci 
around you. 

2 are an inspiration to those 

At-Will ♦ Augmentable, Psionic, Weapon 

Standard Action 

Target: One creature 

Attack: Charisma vs. AC 

Melee weapon 


Hit: 1 [W] + Charisma modifier damage. Until the start of your 
next turn, allies within 5 squares of you can score a critical 
hit against the target on a roll of 19-20. 


Augment 1 

Hit: As above, and whenever an ally scores a critical hit 
against the target before the start of your next turn, you 
and each ally within 5 squares of you can shift 1 square as 
a free action. 

Augment 4 

Hit: 2[W] + Charisma modifier damage. Until the start of 
your next turn, allies within 5 squares of you can score a 
critical hit on a roll of 19-20. 


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Player's Handbook 3 Debut: Ardent 


Revelatory Strike Ardent Attack 13 


As you strike, you open your ally’s mind, allowing him or her 
to see ways to overcome various ills. 

At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage. One ally adjacent to 
you or the target can either make a saving throw or gain a 
+1 power bonus to all defenses until the end of your next 

Augment 1 

Hit: 1 [W] + Charisma modifier damage. One ally adjacent 
to you or the target can either make a saving throw with a 
+5 power bonus against a charm or illusion effect or gain a 
power bonus to Will equal to your Wisdom modifier until 
the end of your next turn. 

Augment 4 (Zone) 

Hit: 2[W] + Charisma modifier damage. The attack creates 
a zone in a close burst 2. The zone lasts until the end of 
your next turn. Any ally who starts his or her turn within 
the zone can either make a saving throw with a +2 power 
bonus or gain a power bonus to all defenses equal to your 
Wisdom modifier until the end of his or her next turn. 

Commentary 

JW: The language of enlightenment and revelation 
throughout this class’s powers hint at its heritage as the 
psionic class most tied to the gods. 

Level 15 Daily Disciplines 


Imminent Demise Ardent Attack 15 


Your enemies face certain doom, and you force them to see it 
and despair. 

Daily ♦ Psionic, Psychic, Weapon, Zone 

Standard Action Melee weapon 

Target: One creature 

Attack: Charisma vs. AC 

Hit: 2[W] + Charisma modifier psychic damage. 

Miss: Half damage. 

Effect: The attack creates a zone in a close burst 1. The zone 
lasts until the end of your next turn. Bloodied enemies that 
start their turn within the zone take 10 psychic damage. 
Sustain Minor: The zone persists. 


Vigorous Offensive Ardent Attack 15 


As battle’s thrill overtakes you and you swing your weapon all 
around, your allies share in the same emotions. 

Daily ♦ Psionic, Weapon 

Standard Action Melee weapon 

Target: One, two, three, or four creatures 

Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage. 

Effect: For each attack you make with this power, an ally within 
5 squares of you gains temporary hit points equal to 3 + 
your Charisma modifier. 

Level 16 Utility Disciplines 


1 Bountiful Life 

Ardent Utility 16 1 

As your fortunes improve, so 

too do those of your allies. 

Daily ♦ Psionic, Zone 
Standard Action 

Close burst 10 

Effect: The burst creates a zo 

me that lasts until the end of your 


next turn. Whenever you regain hit points, each ally within 
the zone gains temporary hit points equal to half the hit 
points you regained. 

Sustain Minor: The zone persists. 


1 Re-Form Mind 

Ardent Utility 16 1 

You connect the target’s thoughts ti 

o awaken new talents. 


Daily ♦ Psionic 

Standard Action Melee touch 

Requirement: You must be taking a short rest. 

Target: One creature 

Effect: The target gains training in a skill of your choice until 
you take an extended rest. 


Level 17 At-Will Disciplines 


Diamond Defense Assault Ardent Attack 17 


The crystalline motes released by your attack shelter your al¬ 
lies and interfere with your enemies’ strikes. 

At-Will 4 Augmentable, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier psychic damage. One ally adja¬ 
cent to the target marks it until the end of your next turn. 
Augment 1 

Hit: 1 [W] + Charisma modifier psychic damage. If the 
target shifts during its next turn, one ally can make a melee 
basic attack against it as a free action. 

Augment 4 (Zone) 

Close burst 2 

Target: Each enemy in burst 

Hit: 1 [W] + Charisma modifier damage, and you slide the 
target 1 square. 

Effect: The burst creates a zone that lasts until the end of 
your next turn. While within the zone, allies gain a +4 bo¬ 
nus to all defenses against attacks from outside the zone, 
and enemies take a -2 penalty to attack rolls. 


1 Temporal 

Strike 

Ardent Attack 17 1 

Time bends ai 

roundyourfoe 

to protect your allies. 


At-Will 4 Augmentable, Psionic, Weapon, Zone 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage. The attack creates a 
zone in a close burst 2. The zone lasts until the end of your 
next turn. While within the zone, you and your allies are 
insubstantial against opportunity attacks. 

Augment 1 

Hit: As above, but you and your allies are instead 
insubstantial against attacks that target Reflex. 

Augment 4 

Hit: 2[W] + Charisma modifier damage, and the target is 
slowed until the end of your next turn. The attack creates a 
zone in a close burst 2. The zone lasts until the end of your 
next turn. While within the zone, you and your allies are 
insubstantial. 


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Player's Handbook 3 Debut: Ardent 


Level 19 Daily Disciplines 


Deflecting Disk Ardent Attack 19 


Your attack manifests a shimmering field, whichyou can 
move to protect your allies. 

Daily ♦ Conjuration, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 4[W] + Charisma modifier damage, and you push the tar¬ 
get 2 squares. 

Miss: Half damage. 

Effect: You conjure a shimmering disk of force in a square with¬ 
in 5 squares of you. Allies in the disk’s square or adjacent to 
it gain a +2 power bonus to all defenses. You can move the 
disk 3 squares as part of a move action. When an attack 
hits an ally adjacent to the disk, you can use an immedi¬ 
ate interrupt to grant the ally a +2 bonus to all defenses 
against that attack. The disk lasts until the end of the en¬ 
counter or until you use the immediate interrupt. 


Shared Vigor Ardent Attack 19 


You create an expanse of glittering energy to reinvigorate your 
allies. 

Daily ♦ Healing, Psionic, Weapon, Zone 

Standard Action Melee weapon 

Target: One creature 

Attack: Charisma vs. AC 

Hit: 3[W] + Charisma modifier damage. 

Effect: The attack creates a zone in a close burst 2. The zone 
lasts until the end of the encounter. When any ally within 
the zone spends a healing surge, all other allies within the 
zone regain 1 dl 0 hit points. 


Level 22 Utility Disciplines 


Insensate Mind _Ardent Utility 22 


You influence the mind of your ally so that he or she doesn’t 
feel pain for a time. 

Encounter ♦ Psionic 

Minor Action Melee touch 

Target: One creature 

Effect: The target gains resistance to all damage equal to one- 
half your level until the end of your next turn. 



You channel positive thoughts to speed your allies’ recovery. 

Daily ♦ Healing, Psionic, Zone 

Minor Action Close burst 1 

Effect: The burst creates a zone that lasts until the end of 
your next turn. When you move, the zone moves with you, 
remaining centered on you. Any ally who starts his or her 
turn within the zone regains 10 hit points. 

Sustain Minor: The zone persists. 


Level 23 At-Will Disciplines 


Perception Shift Ardent Attack 23 


As you strike, you force your victim to attack where your allies 
are strongest. 

At-Will ♦ Augmentable, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. Will 

Hit: 1 [W] + Charisma modifier psychic damage. The next time 
the target makes an attack before the start of your next 
turn, it attacks a defense of your choice. 

Augment 2 
Close burst 1 

Target: Each enemy you can see in burst 
Hit: 1 [W] + Charisma modifier psychic damage. Whenever 
the target attacks before the end of your next turn, it 
attacks a defense of your choice. 

Augment 6 (Zone) 

Close burst 1 

Target: Each enemy you can see in burst 
Hit: 2[W] + Charisma modifier psychic damage. Whenever 
the target attacks before the end of your next turn, it at¬ 
tacks a defense of your choice. 

Effect: The burst creates a zone that lasts until the end of 
your next turn. When any enemy attacks while within the 
zone, the enemy attacks a defense of your choice. 


Revealing Strike Ardent Attack 23 


Your attack highlights the target’s weaknesses. 


At-Will ♦ Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage, and the target takes a 
-2 penalty to all defenses until the start of your next turn. 
Augment 2 

Hit: 2[W] + Charisma modifier damage, and the target 
takes a -2 penalty to all defenses and can’t benefit from 
concealment or invisibility until the end of your next turn. 
Augment 6 

Hit: 4[W] + Charisma modifier damage, and the target takes 
a -3 penalty to all defenses until the end of your next turn. 
In addition, you and each ally adjacent to you gain blind- 
sight 10 until the end of your next turn. 


Level 25 Daily Disciplines 


Corona of Battle Ardent Attack 25 


Your emotions emanate from you to instill new courage and 
prowess in your allies. 

Daily ♦ Healing, Psionic, Zone 
Standard Action Close burst 5 

Effect: The burst creates a zone that lasts until the end of your 
next turn. When you move, the zone moves with you, re¬ 
maining centered on you. While within the zone, allies gain 
regeneration 5 and a +2 power bonus to attack rolls, and 
their attacks deal 1 dl 0 extra damage. 

Sustain Minor: The zone persists. 


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Player's Handbook 3 Debut: Ardent 


Intellect Bomb Ardent Attack 25 


Your attack implants a psychic bomb in your foe’s mind. 

Daily ♦ Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Primary Target: One creature 
Primary Attack: Charisma vs. AC 

Hit: 3[W] + Charisma modifier damage, and you slide the pri¬ 
mary target 1 square. 

Effect: Before the end of the encounter, you can make the 
following secondary attack once, either when the primary 
target drops to 0 hit points or as a minor action. The 
secondary attack is a close burst 2 centered on the primary 

Secondary Target: Each enemy in burst 
Secondary Attack: Charisma vs. Will 
Hit: 2dl 0 + Charisma modifier psychic damage, and the 
secondary target is dazed until the end of your next turn. 

Level 27 At-Will Disciplines 


Dismissive Strike Ardent Attack 27 


When your attack hits, you dismiss your enemy and leave it to 
face your friends. 

At-Will ♦ Augmentable, Psionic, Teleportation, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier damage, and you teleport the 
target 5 squares to a square adjacent to an ally. 

Augment 2 
Close burst 1 

Target: Each enemy you can see in burst 

Hit: 1 [W] + Charisma modifier damage, and you teleport 

the target to a square adjacent to an ally who is adjacent to 

Augment 6 (Zone) 

Hit: 2[W] + Charisma modifier damage. 

Effect: The attack creates a zone in a close burst 1. The zone 
lasts until the end of your next turn. When any enemy en¬ 
ters the zone or starts its turn there, you can teleport that 
enemy 5 squares as a free action. Any ally who enters the 
zone or starts his or her turn there can teleport 5 squares 
as a free action. 


Exhilarating Strike Ardent Attack 27 


You inspireyour allies to strike, and success rewards them with 
recovery. 

At-Will ♦ Augmentable, Psionic 
Standard Action Close burst S 

Target: One ally in burst 

Effect: The target can make a melee basic attack as a free 
Augment 2 

Effect: The target can make a melee basic attack as a free 
action, with a power bonus to the damage roll equal to 
your Wisdom modifier. If that attack hits, the target can 
make a saving throw. 

Augment 6 

Target: Each ally in burst 

Effect: Each target can use a free action either to make a 
basic attack or to charge, with a power bonus to the dam¬ 
age roll equal to your Wisdom modifier. If a target hits, he 
or she can make a saving throw. 

Level 29 Daily Disciplines 


Image of Doom Ardent Attack 29 


In the mind of your enemy, you become the image of its doom, 
and it quails before your attacks. 

Daily ♦ Fear, Psionic, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Charisma vs. AC 

Hit: 5[W] + Charisma modifier damage. 

Miss: Half damage. 

Effect: Until the end of the encounter, the target takes a -2 
penalty to attack rolls and all defenses while it can see you, 
and you can slide it 1 square as a free action when it takes 
damage from any attack. 


Violent Spark Ardent Attack 29 


Crimson light shines from your allies’ eyes as your comrades 
make a sudden barrage of attacks. 

Daily ♦ Psionic 

Standard Action Close burst 10 

Target: Each ally in burst 

Effect: Each target can make an at-will attack as a free ac¬ 
tion, with a power bonus to the damage roll equal to your 
Wisdom modifier. If a target misses, he or she can make a 
saving throw. 


PARAGON PATHS 




Psionic Binder 


“I am your prison. From me there is 
no escape” 

Prerequisite: Ardent 

Though no chains bind them, your enemies become 
your prisoners. You are a psionic binder, a living 
prison whose thoughts are as strong as adamantine 
bonds. When you engage your foes, you redirect their 
thoughts inward, forming mental walls to constrain 
their thoughts and root them to the spot. You can 
keep your enemy imprisoned long enough for your 
allies to close in and deliver whatever justice the foe 
deserves. 

The aberrant menace is a wily threat, slipping 
unseen into the mortal world and spreading its corrupt¬ 
ing influence to foment unrest and mutation wherever 
it goes. No matter how many aberrant monsters are 
destroyed, others spawn to spread wickedness. The 
only answer is containment. By pinning down the 
threat, you can destroy it, one monster at a time. 

COMMENTARY 

JW: This is a reference to the overarching story of 

psionics we introduce in Player’s Handbook 3. 

By no means are your efforts exclusive to aberrant 
enemies. Any who stand against you in your single- 
minded pursuit deserve your dread attention. 


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Player's Handbook 3 Debut: Ardent 


Psionic Binder Path Features 

Constant Jailer (11th level): Whenever you 
hit an immobilized creature with a melee or a close 
attack, that creature can’t make saving throws on its 
next turn against effects that immobilize. 

Imprisoning Action (11th level): When you 
spend an action point to make an attack and the 
attack hits, the target is also restrained (save ends). 

Paragon Power Points (11th level): You gain 2 
additional power points. 

Crushing Walls (16th level): While you are 
adjacent to an immobilized enemy, that enemy grants 
combat advantage. 

Psion ic Binder Disciplines 


Binding Strike Psionic Binder Attack 11 


Your strike binds the enemy’s mind with psionic chains. 

Encounter ♦ Augmentable, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Charisma vs. AC 

Hit: 1 [W] + Charisma modifier psychic damage, and the target 
is immobilized until the start of your next turn. 

Augment 2 

Hit: 2[W] + Charisma modifier psychic damage, and the 
target is immobilized until the start of your next turn. 


Executioner’s Summons Psionic Binder Utility 12 


With your enemy pinned down, you call forth the executioner 
to give it a quick end. 

Encounter ♦ Psionic, Teleportation 
Move Action Close burst 5 

Requirement: You must be adjacent to an immobilized enemy. 
Target: One ally in burst 

Effect: You teleport the target to a square adjacent to an im¬ 
mobilized enemy adjacent to you. Until the end of your 
next turn, the target gains +2 power bonus to attack rolls 
against that enemy and a power bonus to damage rolls 
against it equal to your Wisdom modifier. 


Perfect Prison Psionic Binder Attack 20 


Your foe’s thoughts collapse under the terrifying weight of 
your attack. 

Daily ♦ Fear, Psionic, Weapon, Zone 
Standard Action Close burst 1 

Target: Each enemy in burst 
Attack: Charisma vs. AC 

Hit: 2[W] + Charisma modifier damage, and the target is dazed 
and slowed (save ends both). 

Miss: Half damage. 

Effect: The burst creates a zone that lasts until the end of your 
next turn. Dazed creatures cannot leave the zone. As a 
move action, you can move the zone 3 squares. 

Sustain Minor: The zone persists. 

Talaric Strategist 
“Your thoughts betray you” 

Prerequisite: Ardent 


You have found fragments of writing from this 
ancient society and learned to focus your psionic 
powers to give you a tactical advantage in battle. 
Because your training was haphazard and pieced 
together from fragments of lore, you improvise where 
your training is incomplete, drawing from your 
ardent powers to fill your gaps in knowledge. Still, the 
teachings you uncovered proved instructive, and you 
can take charge of nearly any battlefield. 

Central to your learning is the ability to read your 
enemies’ intent and turn it against them. You trans¬ 
late the clarity of your vision and your openness to 
the thoughts and experiences of those around you 
into a decided tactical advantage. You can warn allies 
against impending attacks, move companions to 
adapt to enemy formations, and help your allies scat¬ 
ter when they are faced with devastating magic. 


Long ago, when aberrant monsters first spilled into 
the mortal world, a warrior society was formed to 
protect the world from the Far Realm’s corrupting 
influence. The society’s members recorded their tech¬ 
niques in a volume known as the Talaric Codex. In it 
were the forms and disciplines needed to master their 
psionic fighting art. In the countless years since its 
formation, the society has decayed and dissolved. Its 
monasteries have fallen, and the writings of its adepts 
have been scattered across the world. 

COMMENTARY 

JW: We’ve envisioned psionics as both an ancient (and 
nearly-forgotten) art practiced in secluded monasteries, 
and a newly re-emergent technique arising to combat a 
growing threat to the world. 


Talaric Strategist Path Features 

Anticipatory Action (11th level): When an 
enemy enters a square adjacent to you, you can spend 
an action point to take a standard action as an imme¬ 
diate interrupt. 

Battle Instinct (11th level): You and allies 
within 5 squares of you gain a +2 power bonus to ini¬ 
tiative checks. 

Paragon Power Points (11th level): You gain 2 
additional power points. 

Tactician’s Surge (16th level): Whenever you 
use your ardent surge power, you can slide each ally in 
the burst 1 square. 


Decer 


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Player's Handbook 3 Debut: Ardent 


Talaric Strategist Disciplines 


Anticipation Tactics Talaric Strategist Attack 11 


Your tactical intuition places your ally just where he or she 
needs to be. 

Encounter ♦ Augmentable, Psionic 
Immediate Interrupt Close burst 3 

Trigger: An enemy within 2 squares of you makes a melee 
attack 

Target: One ally in burst 

Effect: The target can use a free action to shift 1 square and 
make a melee basic attack against the triggering enemy. 
That attack deals 1 d8 extra damage to the enemy. 
Augment 2 

Target: One or two allies in burst or you and one ally in 

Effect: Each target can use a free action to shift 2 squares 
and make a basic attack against the triggering enemy. 


Insightful Command Talaric Strategist Utility 12 


You exhort your allies to move to new positions or to defend 
themselves. 

Daily ♦ Psionic 

Minor Action Close burst 5 

Target: You and each ally in burst 

Effect: Each target can either shift half his or her speed as a 
free action or gain a +3 bonus to all defenses until the end 
of your next turn. 


Combined Effort Talaric Strategist Attack 20 


Drawing from your allies’perceptions, you discern the best 
place to strike. 

Daily ♦ Psionic, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Charisma vs. AC. You gain a +1 bonus to the attack roll 
for each ally within 2 squares of the target. 

Hit: 4[W] + Charisma modifier damage, and the target is dazed 
(save ends). 

Miss: Half damage, and the target is dazed until the end of 


FEATS 


Bolstering Mantle 

Prerequisite: Ardent, Ardent Mantle class feature 
Benefit: Whenever you spend a healing surge, 
one ally within the radius of your Ardent Mantle can 
either gain 5 temporary hit points or make a saving 
throw. 

COMMENTARY 

JW: Many of the best feats build on existing class fea¬ 
tures, making them better in simple ways that are easy 
to note on your character sheet or power card and thus 
hard to forget. 


Alacrity oe Fortune 


Prerequisite: 11th level, ardent, Mantle of Clarity 
class feature 

Benefit: Whenever an ally within the radius of 
your Ardent Mantle makes a save, he or she can shift 
1 square as a free action. 


Improved Ardent Surge 

Prerequisite: 11th level, ardent, ardent surge 
power 

Benefit: The target of your ardent surge regains 
additional hit points equal to your Charisma modifier. 


Clarieied Instincts 

Prerequisite: Ardent, Mantle of Clarity class 
feature 

Benefit: The bonus to Insight checks and Percep¬ 
tion checks granted by your Mantle of Clarity equals 
your Wisdom modifier, instead of +2. 

Heartening Surge 

Prerequisite: Ardent, ardent surge power 
Benefit: The bonus that your ardent surge grants to 
either defenses or attack rolls increases by 1. 

Mantle oe Readiness 

Prerequisite: Ardent, Ardent Mantle class feature 
Benefit: During surprise rounds and the first 
non-surprise round of any encounter, you and each 
ally who starts his or her turn within the radius of 
your Ardent Mantle gain a +2 bonus to speed. 


Widened Mantle 

Prerequisite: 11th level, ardent, Ardent Mantle 
class feature 

Benefit: The radius of your Ardent Mantle 
increases to 10. 

Epic Alacrity 

Prerequisite: 21st level, ardent, ardent alacrity 
power 

Benefit: Each ally affected by your ardent alacrity 
can shift half his or her speed, instead of 1 square. 

About the Author 

Robert I. Schwalb is an award-winning game designer 
whose more recent work can he found in Martial Power™ 2, 
Draconomicon™: Metallic Dragons, and Primal Power™. Robert 
lives in Tennessee. 


December 2009 | DRAGON 382 









SWORDMAGE ESSENTIALS: 

Art of the Blade 


By Andy Collins 

Illustrations by McLean Kendree 



“Valandra, what am I holding?” 

“A sword, master.” 

“Wrong. What am I holding?” 

“A perfectly balanced longsword, a testament to 
eladrin craft.” 

“Wrong. What am I holding?” 

“An implement through whichyou cast your spells.” 
“Wrong. What am I holding?” 

“I .. . do not know, master.” 

“You see only the physical. Untilyou learn to see the 
blade not as three feet of sharpened steel, but as an 
indivisible part of your own arcane identity, you will 
never master the path of the swordmage.” 

~ Sardis the Ghost Blade 
Master of the Emerald Academy 

In many ways, the swordmage is a study in contradic¬ 
tions. A lightly armored defender. A front-line fighter 
who teleports around the battlefield. A melee warrior 
who wields flashy arcane spells. These contradictions 
confuse those who don’t understand the way of the 
swordmage, often leading them to believe their blade- 
wielding opponent weak or vulnerable. 

Such fools rarely survive to learn from their error. 


mber 2009 | DRAGON 382 



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SWORDMAGE ESSENTIALS: ART OE THE SWORD 


THE BASICS 


“Concentrate on the blade across the room. See it in 
your hand. Feel its sturdy weight. Smell the oiled leather 
wrapped around the grip. Hear the faint breeze, sliced in 
two by the sharpened edge. When your mind and body 
accept that the sword is not there, but here, reality will 
follow.” 

—From the first lesson of the Emerald Academy 

As a defender, your primary role is to stand between 
your allies and the monsters who seek to devour 
them. However, most swordmages have a strong sec- 


WHAT IF YOU’RE THE 
ONLY DEFENDER? 

Most of the advice in this article assumes either 
that you have another defender in the party, or 
at least a reasonably durable melee combatant 
(such as a barbarian or warlord). As long as you 
have some help on the front line, you can afford 
to teleport around the battlefield, or mark ene¬ 
mies and then move to a new foe. 

But if that’s not the case—for instance, if your 
only allies are a wizard, a rogue, and a nonmelee 
cleric—you must adjust your tactics and power 
and feat selections. Focus on personal surviv¬ 
ability over damage-dealing, choosing feats such 
as Durable and Toughness and powers such as 
dimensional warp (to rescue a trapped comrade), 
host of shields (to boost your own defenses), and 
dimensional vortex (to redirect an attack from an 
ally to an enemy). Regardless of power selection, 
aegis of shielding is likely your best aegis choice- 
all the better to keep your allies alive and kicking. 


ondary flavor either of striker—if they favor mobility 
and high-damage attacks-or of controller, if they 
rely on blasts, ranged attacks, and enemy lockdown 
effects. 

The Swordmage Aegis 

Like other defenders, the swordmage has the abil¬ 
ity to mark enemies (primarily by using his or her 
Swordmage Aegis power), creating an incentive for 
that foe to attack the swordmage in preference to 
other characters. 

However, the tactics your swordmage uses in 
deciding who and when to mark, and what to do after 
you mark, differentiate you from other defenders in 
many significant ways. In fact, how you choose and 
use your Swordmage Aegis is a key part of playing an 
effective swordmage. 

Choosing Your Aegis 

The first choice that every swordmage must make is 
which Swordmage Aegis he or she will use: assault, 
ensnarement, or shielding. All three Swordmage 
Aegis powers have the same action cost (minor), 
range (close burst 2), and targets (one creature in 
burst); all three mark the target; and all three have a 
secondary effect triggered when the marked target 
hits with an attack that doesn’t include you as a target. 
The differences come in the secondary effect applied 
when that hit occurs, so that’s where you’ll make your 
decision on which aegis fits you best. 

If you just love hitting bad guys with your sword, 
then you can’t go wrong with the aegis of assault. Its 
effect is the most iconically defenderlike-teleport to 
the marked enemy and make a melee basic attack 
against it—so it’s easy to compare it to other defenders. 


But getting a free swing at the enemy is only part of 
the benefit: It also adds significant mobility to your 
character with the teleportation effect it has. If your 
swordmage has difficulty keeping up with enemies, 
or even if you just like to move around the battle- 
field-aegis of assault is perfect for you. 

Aegis of ensnarement also brings you back into the 
fight, but in the opposite way: by teleporting the 
marked foe to your side. Again, this works well if you 
have trouble staying with your foes, but in this case 
you can decide where the ensuing fight occurs. The 
other half of the aegis effect—granting combat advan¬ 
tage to all attacks made against the marked foe that 
you teleport—doesn’t seem as sexy as a free attack, but 
that +2 bonus to attack rolls can result in a lot of extra 
damage from you and your buddies. If you like stay¬ 
ing put and buffing your and your allies’ attacks, aegis 
of ensnarement is a good choice. 

Of the three options, aegis of shielding is the least 
like other defender marking powers, since it doesn’t 
lead (either directly or indirectly) to damaging the 
marked foe. However, its effect is guaranteed: Neither 
you nor an ally has to hit the marked foe to gain the 
benefit of your aegis. You just automatically reduce 
the incoming damage, which is just as good as heal¬ 
ing the ally who got hit. With a good Constitution 
score, you can expect to reduce the damage by 50% or 
more. If you’re content with a patient, let’s-wait-them- 
out approach to combat (and if you’re one of those 
players who avoids unnecessary dice rolling), then 
you should select aegis of shielding. 


Managing Actions 

The minor-action cost of using your Swordmage Aegis 
seems trivial at first glance, but as you gain additional 
powers and items that use your minor action, you’ll 


December 2009 | DRAGON 382 







SWORDMAGE ESSENTIALS: ART OE THE SWORD 



realize the importance of managing even the smallest 
of your actions. 

At the start of every one of your turns, ask yourself 
if you’ll need to use your Swordmage Aegis this turn. 
It’s easy to forget and use your minor action for some¬ 
thing else, then realize that to mark a new foe you’ll 
have to spend your move or standard action, or even 
burn an action point! 

Similarly, keep an eye on your immediate action 
usage. You only get one per round, so if you pick up a 
power (such as frost backlash) or magic item that uses 


an immediate action, remember that you can’t use 
that option and trigger the secondary effect of your 
Swordmage Aegis in the same turn. 

In both cases, consider using two-sided tokens (one 
for minor, one for immediate) that remind you when 
each of these actions have been used. You can use 
big coins (half-dollars are good, as are any number of 
large coins of other currencies), but it’s less confusing 
to use something clearly and appropriately marked 
(for instance, “MINOR USED” and “MINOR AVAIL¬ 
ABLE”). When used properly, these simple tokens 
can head off a lot of rules arguments between you and 
your Dungeon Master! 

Positioning 

Unlike most defenders, the swordmage need not stay 
close to the marked enemy to deliver the full effect 
of his or her aegis-created mark. In fact, the oppo¬ 
site is true: In many cases, the best place for your 
swordmage to be after marking a foe is anywhere but 
adjacent to it! 

All three Swordmage Aegis powers require only 
that you be within 10 squares of the marked target to 
activate the immediate-action rider effect. In the right 
circumstances, you can use that range to your benefit 
by keeping a moderate distance between you and the 
marked foe. This presents the marked target with a 
quandary: 

♦ If it stays put and attacks someone else, 

it takes a -2 penalty to the attack roll and (if it hits) 
your aegis effect triggers—either a teleportation effect 
brings you and the enemy back together, or you 
reduce the damage dealt to your ally. 

♦ If it comes after you, its movement likely 
provokes one or more opportunity attacks from your 
allies. 


This tactic works best against melee-oriented 
enemies, especially brutes: their low accuracy means 
the attack penalty from your mark is particularly 
effective, and their low AC means that your allies’ 
opportunity attacks are more likely to hit. 

On the other hand, an enemy with good ranged 
attack powers doesn’t have to chase you to avoid the 
drawbacks applied by your aegis, so this trick doesn’t 
work well against them. Stick to an in-your-face 
approach with such enemies. 




Timing 

Since your marking power is separate from your 
attacks, you can be choosy about where and when you 
apply your Swordmage Aegis (unlike the fighter, who 
can mark only the creature he or she attacks). Here 
are some questions to ponder when deciding when to 
use your aegis: 

Before or after I move? Another way of thinking 
about this is, “Do I want to end up next to the marked 
target, or across the room from it?” Before you leave 
your starting square, ask yourself if the foe you want 
to mark is already nearby; if it is, use your aegis before 
moving away. 

Example: Use your aegis of assault to mark a zombie 
hulk 2 squares away, then move across the room 
to attack the zombie’s necromancer master. If the 
zombie comes after you, he has to weave between the 
other combatants (potentially provoking opportunity 
attacks, assuming he can even reach you). If he stays 
put and smacks your ally, the teleportation effect of 
aegis of assault gets you back in its grill. 

Am I charging? This is technically a subset of the 
previous question, but it’s even more restrictive, since 
charging ends your turn. Spare yourself the disap¬ 
pointment of delivering a devastating charge attack 


December 2009 | DRAGON 382 







SWORDMAGE ESSENTIALS: ART OE THE SWORD 


SWORDMAGE ARMOR CLASS 


As a defender, you rely on your Armor Class more 
than any other defense. Among all the defenders, 
however, you get the worst armor selection-nothing 
better than leather! So how can you keep up with 
the fighter and paladin, who are decked out in heavy 
metal armor and toting shields? But before you start 
worrying too much, remember the two edges that 
you have over other defenders. 

The first is your Swordmage Warding. Compared 
to any other character, this is a flat +1 bonus to AC. 
If you and the fighter both carry greatswords, you 
have a +1 bonus that he doesn’t have. And if you both 
prefer longswords, your warding’s bonus climbs to +3 
compared to his heavy shield’s +2. 

The second is your sizeable Intelligence modifier, 
which closes the rest of the gap between you and the 
fighter. (As if you didn’t have enough reasons to keep 
that Intelligence score up . . .). 

The table below outlines relative AC values 
between the four existing defender classes at 1st, 
11th, and 21st level. The table assumes your primary 
ability score starts at 18 and is increased at every 
available interval, while secondary ability scores start 
at 16 and are increased twice per tier. The level 11 
values include the armor bonus of +3 masterwork 
armor, while the level 21 values include the armor 
bonus of +5 masterwork armor. The values don’t 
include any extra bonuses you might derive from 
feats or other optional effects. Reduce all AC values 
by 2 if you wield a two-handed weapon. 


1 Class 

Level 1 

Level 11 

Level 21 

Fighter 

19 

29 

38 

Paladin 

20 

30 

39 

Swordmage 

19 

28 

38 

Warden 

18 

27 

37 


As you can see, the swordmage keeps up nicely with 
the fighter’s AC and stays between the warden and 

If you’re looking for ways to improve your AC, 
consider these options: 

Hide Armor: With a Strength and Constitution of 
13 or higher, you can increase your AC by 1 point for 
a single feat. In the paragon tier, Armor Specialization 
(Hide) adds another point, but requires a 15 Constitu¬ 
tion. This path is best for ensnaring swordmages and 
shielding swordmages (because of their high Consti¬ 
tution scores). 

Improve Your Warding: The Improved Sword¬ 
mage Warding feat increases your AC by a point 
without adding the skill check penalty that hide 
armor incurs. With a prerequisite of Dexterity 13, 
it’s best for eladrin, elves, halflings, and other high- 
Dexterity swordmages. Greater Swordmage Warding, 
a paragon-tier feat, improves all your defenses by 
a point. It even stacks with Improved Swordmage 
Warding, though it requires a minimum 13 score in 
both Strength and Constitution, making it tough to 
qualify for both feats without a racial bonus or two. 


only to find yourself incapable of marking anyone 
because your turn is over. 

Who’s most dangerous? In other words, which 
of my enemies do I want to attack me instead of my 
friends? Even if you can build a clever plan of mark, 
move, attack, then teleport back to deliver a sneaky 
extra attack, that’s not too helpful if the marked target 
drops your ally before you teleport in. Sometimes 
it pays to keep it simple and mark the enemy most 
likely to cause your allies problems. And if you’re 
particularly resistant to an enemy’s attacks—whether 
due to a high defense score, positioning, or resistance 
to damage—that’s all the more reason to draw its 
attention. 

Example: Using the same fight described above, 
imagine if that necromancer has been unleashing 
death ray attacks on your comrades throughout the 
fight while the zombie hulk’s nothing more than a 
meat shield. Marking the zombie becomes a waste 
of effort-his attacks are meaningless compared to 
the deadly ranged zaps of the necromancer—so you 
should move up, mark the necromancer with your 
aegis, and then start beating on your new target. 




SWORDMAGE BUILDS 

Since Strength probably isn’t your best score, you 
likely need either Intelligent Blademaster or Melee 
Training to keep your melee basic attacks useful. 
The assault swordmage makes the most melee basic 
attacks, but the other builds have an even lower 
Strength score. 


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SWORDMAGE ESSENTIALS: ART OE THE SWORD 



Assault Swordmage 

“No enemy can escape my blade.” 

-Terander the Bold 


This swordmage build feels the most like a traditional 
defender because it allows you to attack any enemy 
with the temerity to strike the your ally. Even though 
you frequently dive headlong into combat, don’t 
worry too much about your Armor Class unless you’re 
alone on the front line. Grab a greats word or falchion 
(or better yet, a fullblade) and crank up your accuracy 


and damage with feats such as Escalating Assault, 
Weapon Expertise, and Weapon Focus. If it helps, 
think of it this way: The lower your AC, the more 
likely that monsters will ignore your allies and try 
to kill you instead. Just make sure you have a healer 
nearby to keep you alive! 

Power Selection 

Since you likely wield a two-handed weapon, you 
should favor weapon attacks over implement attacks, 
since the damage dice are higher for the former. For 
example, lightning clash’s 1[W] + Intelligence modifier 
damage roll becomes ldlO + Intelligence modifier 
with a greatsword, so why bother with crackling burst’s 
measly ld8 damage? 

Look for powers that you can use in place of the 
melee basic attack granted by your aegis of assault, 
such as blastback swipe, spikes of agony, and binding 
light. These can dramatically increase your damage 
output in early rounds of combat by letting you use 
multiple encounter powers in the same round with¬ 
out spending action points. 

Your first at-will power choice should be green- 
flame blade. It’s even better than the fighter’s cleave 
for burning through hordes of minions. For your 
second choice, consider a more specialized attack; 
since greenflame blade is always reasonably useful, 
having a more circumstantially useful at-will power 
in your back pocket is handy. I recommend lightning 
lure; even though it breaks the “rule” described above 
about favoring weapon attacks, it’s incredibly handy 
for getting to a foe who stubbornly remains out of 
your reach (such as the archer on that 15-foot-high 
ledge). 


Finally, anything that puts your Strength score to 
use is worth considering: look at burning blade, watch¬ 
ful strike, and forceful dismissal for examples. 




Ensnaring Swordmage 

“Control the foe andyou control the battle. Control the 
battle andyou live to fight again.” 

-Skamos of the Bloody Blade 


While the assault swordmage often feels the most 
cinematic-teleporting back and forth across the 
battlefield to deliver powerful sword-swings-you 
know that you’re the best at locking down the battle 
and ensuring that it’s fought on your terms. A good 
Constitution score is helpful, but not as important for 
you as for the shielding swordmage, so you can afford 
to spend a couple of points on another ability score 
(perhaps to pick up a useful feat). 


Power Selection 

You’ll spend most of combat toe-to-toe with enemies, 
so pick up melee and close burst powers to avoid pro¬ 
voking unnecessary opportunity attacks. 

Since you’ll often be drawing monsters to you by 
using your aegis of ensnarement, look for powers that 
punish monsters for moving away from you on their 
next turn, such as crackling burst and dragon’s teeth. 
(Spikes of agony isn’t a terrible choice, but it relies on a 
good Strength score to get full effect.) 

For at-will powers, luring strike is great-first you 
teleport the foe to you with aegis of ensnarement, and 
then you slide it into position with luring strike. If you 
favor a one-handed weapon, pick up sword burst; oth¬ 
erwise booming blade is your best second option. 


December 2009 | DRAGON 382 






SWORDMAGE ESSENTIALS: ART OE THE SWORD 


Shielding Swordmage 

“Patience and discipline mark the path of survival.” 

—Ysandra Moonsilver 

The least flashy of the three swordmage builds, the 
shielding swordmage sacrifices offense for party 
survival. Keep your Constitution as high as you can; 
every 2 -point increase saves another point of damage 
each time you activate your aegis of shielding to protect 
an ally. The Retributive Shield feat helps you con¬ 
tribute more to offense, and both Closing Advantage 
and Combat Casting are good if you pick up ranged 
powers as recommended below. 

Power. Selection 

Unlike the other two builds, you can protect allies 
without ever returning to the side of the marked 
enemy attacking them, so you can afford to pick up 
more ranged attacks than a typical swordmage. I like 
lightning lure as your first at-will choice; other good 
ranged options include falcon’s mark (useful even with¬ 
out the aegis of ensnarement rider), lingering lightning, 
dimensional vortex, and hell’s own blade. 

Don’t overdo it; you still need a good array of 
melee or close burst attack powers for when you’re 
face to face with an enemy. Since you can’t follow 
your foe as easily as other swordmages, look for 
powers that immobilize, slow, or otherwise hinder 
movement: foesnare, sloth strike, and shadow snake lunge 
are good choices. If you wield a longsword or scimi¬ 
tar, plenty of implement powers deal comparable 
damage to the weapon powers at the same level. 

Plenty of powers utilize your high Constitution 
score, from the humble utility powers channeling shield 
and unicorn’s touch to the more deadly chilling blow and 
dimensional vortex. 


PLAYING ACROSS BUILDS 

It’s surprisingly easy to build an effective 
assault-style swordmage that favors one-handed 
weapons and close burst implement powers, as 
well as an ensnaring or shielding swordmage that 
uses two-handed weapons and melee powers 
to devastating effect. Don’t be afraid to explore 
options that appear “out of build” for your char- 
acter-as long as you’re having fun and keeping 
your allies alive, you’re doing it right. 


Abilities 

Your highest ability score should always be Intelli¬ 
gence, with either Strength or Constitution coming in 
a close second. Depending on your other preferences, 
your third-best ability score should usually either be 
the other secondary score (Strength or Constitution) 
or one of the abilities that improves your Will. The 
arrays below favor Charisma over Wisdom because of 
the swordmages Charisma-based class skills, but you 
can reverse those if you prefer a good Wisdom score. 

The ability score arrays presented below don’t 
include racial adjustments. If your race doesn’t have 
an Intelligence bonus, strongly consider improving 
your starting Intelligence score to 18 and reducing 
one or more scores accordingly. 

ASSAULT SWORDMAGE ARRAY 




RACE AND BUILD 


Race 

Recommended Buil 

Changeling 

Shielding Swordmage 

Deva 

Ensnaring Swordmage 

Dragonborn 

Assault Swordmage 

Drow 

Ensnaring Swordmage 

Dwarf 

Ensnaring Swordmage 

Eladrin 

Assault Swordmage 

Elf 

Assault Swordmage 

Genasi 

Assault Swordmage 

Githzerai 

Ensnaring Swordmage 

Gnoll 

Shielding Swordmage 

Gnome 

Shielding Swordmage 

Goliath 

Assault Swordmage 

Half-Elf 

Ensnaring Swordmage 

Half-Ore 

Assault Swordmage 

Halfling 

Shielding Swordmage 

Human 

Ensnaring Swordmage 

Kalashtar 

Shielding Swordmage 

Longtooth Shifter 

Assault Swordmage 

Minotaur 

Assault Swordmage 

Razorclaw Shifter 

Ensnaring Swordmage 

Revenant 

Shielding Swordmage 

Shadar-Kai 

Ensnaring Swordmage 

Tiefling 

Ensnaring Swordmage 

Warforged 

Ensnaring Swordmage 


ENSNARING SWORDMAGE ARRAY 



SHIELDING SWORDMAGE ARRAY 

















SWORDMAGE ESSENTIALS: ART OE THE SWORD 


RACE 


The swordmage thrives on a high Intelligence score, 
but racial bonuses to Strength and/or Constitution 
are also valuable. The table on the previous page 
recommends a build choice for each race based 
on ability score adjustments as well as racial traits 
and powers. Of course, you should always take into 
account your own play preferences when choosing a 
build—there’s no point in picking a “recommended” 
build if that’s not the character you’d enjoy the most. 

SWORDMAGE FEATS 

Heroic Tier Feats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Aegis Accuracy 

Prerequisite: Swordmage 
Benefit: If a target marked by your Swordmage 
Aegis makes an attack and doesn’t include you as a 
target, you gain a +1 bonus to attack rolls against the 
marked creature until the end of your next turn. 

Aegis Vitality 

Prerequisite: Swordmage 
Benefit: Whenever a creature marked by your 
Swordmage Aegis makes an attack that does not 
include you as a target, you gain 3 temporary hit 
points. 

Increase the temporary hit points to 5 at 11th 
level, and to 8 at 21st level. 


Extended Teleportation 

Prerequisite: Swordmage 
Benefit: Whenever you teleport with a sword¬ 
mage or swordmage paragon path power, add 1 to the 
distance you can teleport. 

Vigor oe the Blade Adept 

Prerequisite: Swordmage 
Benefit: While in a swordmage or swordmage 
paragon path stance, add your Strength modifier to 
your healing surge value. 

Paragon Tier Teats 

Any feat in this section is available to a character of 
11th level or higher who meets the prerequisites. 

Deadly Immobilization 

Prerequisite: 11th level, swordmage 
Benefit: Whenever you slow or immobilize a 
target with a swordmage or swordmage paragon path 
attack power, that power deals extra damage equal to 
your Constitution modifier. 

Timely Teleport 

Prerequisite: 11th level, swordmage 
Benefit: When you use second wind, you can also 
teleport a number of squares equal to your Intelli¬ 
gence modifier as a free action. 


SWORDMAGE SPELLS 


Blades of Swordmage Attack 3 

Fiery Wrath 


The ambient magic of your unsuccessful attack manifests as 
countless blades of fire that lash out at nearby enemies. 

Encounter ♦ Arcane, Fire, Implement 
Free Action Close burst 1 

Trigger: You used a swordmage at-will attack power this turn 
and did not hit any target with it 
Target: Each enemy in burst 
Attack: Intelligence vs. Reflex 
Hit: 2d6 + Intelligence modifier fire damage. 


Echoes of Swordmage Attack 7 

Sword Magic 


You tap into the magic of your failed strike to unleash a 
mighty- barrage of thunder. 

Encounter ♦ Arcane, Implement, Thunder 
Free Action Close blast 3 

Trigger: You used a swordmage at-will attack power this turn 
and did not hit any target with it 
Target: Each enemy in blast 
Attack: Intelligence vs. Fortitude 

Hit: Hit: 2d6 + Intelligence modifier thunder damage, and the 
target is marked by your swordmage aegis until the end 
of your next turn. Marking the target in this way does not 
remove the mark on another target affected by your sword¬ 
mage aegis. 


Encounter Spells 


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SWORDMAGE ESSENTIALS: ART OE THE SWORD 


Daily Spells 




You steal the speed of your enemy and use 
dimensions in pursuit. 

it to leap across the 


Daily ♦ Arcane, Implement, Psychic 
Standard Action Ranged 5 

Target: One creature 
Attack: Intelligence vs. Will 

Hit: 2d8 + Intelligence modifier psychic damage, and the tar¬ 
get is immobilized (save ends). 

Aftereffect: The target is slowed (save ends). 

Miss: Half damage, and the target is slowed (save ends). 
Effect: Each time the target rolls a saving throw against this 
power, you can teleport 5 squares as a free action. You 
must end this teleportation adjacent to the target. 


Dimensional Echoes Sword mage Attack 9 


As you strike, you create an arcane bond between yourself and 
your foe, allowing you to slip either of you between narrow 
gaps between the worlds. 

Daily ♦ Arcane, Force, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Intelligence vs. Fortitude 

Hit: 2[W] + Intelligence modifier force damage. 

Miss: Half damage. 

Effect: Until the end of the encounter, you can teleport yourself 
or the target of this power 1 square as a move action. 


Utility Spells 


Price of Ensnarement Swordmage Utility 2 


Your attacks punish those who cannot escape your reach. 

Daily ♦ Arcane, Stance 
Minor Action Personal 

Effect: Until the stance ends, you gain a +2 power bonus to 
damage rolls against slowed or immobilized targets. 

Aegis of Ensnarement: You also gain a +1 power bonus to 
attack rolls against slowed or immobilized targets. 


Nimbus of Shielding Swordmage Utility 6 


You extend a magical ward around nearby allies. 

Daily ♦ Arcane, Stance 
Minor Action Personal 

Effect: Until the stance ends, your allies gain a +1 power bonus 
to AC while adjacent to you. 

Aegis of Shielding: Allies instead gain a +1 power bonus to 
all defenses while adjacent to you. 


Armor of Assault Swordmage Utility 10 


The magic of your vicious attacks temporarily protects you 
from harm. 

Daily ♦ Arcane, Stance 
Minor Action Personal 

Effect: Until the stance ends, when you hit with a melee weap¬ 
on attack you gain a +1 power bonus to all defenses until 
the start of your next turn. 

Aegis of Assault: Increase the power bonus to +2. 



Andy Collins co-designed the 4th Edition Dungeons & 
Dragons game, and works for Wizards of the Coast as the 
Manager of Development and Editing for RPG R&D. His 
credits stretch back a decade and include Magic Item Com¬ 
pendium, Draconomicon, Unearthed Arcana, and the Epic Level 
Handbook. 


December 2009 | DRAGON 382 















Familiar Power 


By Arthur Wright 

Illustrations by Jorge Lacera 

Akara pushed the door open slowly, her senses straining for any sign of arcane wards or other potent traps. Sensing nothing 
untoward, she lifted her robe with one hand, the other, holding her wand, extended ahead warily. Light from her cantrip 
bathed the room in gentle, steady light, and her pulse began to quicken. Sensing her excitement, her dragonling Ergo flut¬ 
tered his wings and chirped softly. 

“This is it,” she told him. “CweH’s study! At last!” 

Books lined the walls, from the floor to the ceiling. A long, carved wooden table-darkwood, she recognized, dominated 
the center of the room. A smaller writing table sat beyond it, facing the door. The padded chair behind lay on its side, over¬ 
turned. A few knick knacks and writing implements rested on the desk, undisturbed now for decades. And centered on the 
desk was a single open tome bound in gold-embossed red leather. Dust mantled everything in the chamber-thick and gray, it 
muted the light from Akara s spell. 

Eagerly, but still with caution, she approached the desk and moved around it to better see the book. Her breath caught in 
her throat at the thought of all the knowledge it must contain- Cwell’s lost secrets . . . hers! 

She leanedforward eagerly, and as she did, she saw that this tome was one of many similar books on the shelf near to 
hand. She righted the chair behind the task, absently brushing the dust from it as she did so, her eyes never leaving the open 
page. And then she settled in. Ergo, his tail coiled about her neck comfortably, shifted slightly as the two of them bent their 
heads together over Cwell’s tome . . . 


Centuries ago, an elf wizard by the name of Cwell 
created spells that she used in conjunction with her 
familiar, a dragonling named Cava. Enamored of her 
friend and companion, she recognized that the link 
between familiar and master was one that could be 
used in unique ways. She began work on a treatise 
that she never greatly publicized-it focused on spells 
and techniques that allowed arcane casters to tap 
new reservoirs of power through this connection to 
the familiar. In addition to her tome’s use as a spell- 
book, her work included notes and instructions on 


how to communicate and relate to a familiar on a dif¬ 
ferent level than most wizards did at that time. 

Hundreds of years passed, and Cwell continued to 
grow in power, and she continued to add to her spell- 
book. She took on apprentices from time to time over 
her career. Many were not wizards at all, but those 
who practiced other arcane disciplines. They sought 
Cwell because she had arcane insights that few of her 
peers possessed-insights that were accessible to any 
who tapped the arcane power source. 


mber 2009 | DRAGON 382 



TM & © 2009 Wizards of the Coast LLC. All rights i 


Decer 



Familiar Power 


She taught many of her students her theories on 
the nature of familiars. One such pupil was a sorcerer 
named Magnus. To Cwell, he fit the mold of all sor- 
cerers-wild, unpredictable, and obsessed with power. 
She taught him anyway, hoping that she could shape 
his path in some way. The sorcerer took to her theo¬ 
ries easily, although he proved unwilling to master 
her specific spells. But he recognized the wisdom of 
Cwell’s teachings. After spending several years with 
her, he left to make his own way in the world—and to 
spread Cwell’s theories to others willing to learn. 

Throughout her life, Cwell continued to teach. 

As she grew older, she focused more and more of 
her time trying to understand and improve the link 
between master and familiar. She created many 
disciples of these theories in her later years, but few 
enough felt the urge to share the power that her ideas 
were never widely known or understood. Cwell was 
also an open teacher. Her students occasionally sur¬ 
prised her with new insights of their own, which she 
happily incorporated in her work and recorded in her 
books of magic. 

Eventually, Cwell’s last student left her, and she 
decided that the time had come for her to seek new 
experiences of her own. Taking only her favorite 
spellbook and Cava, she departed the mortal realm, 
and has not been seen since. Her tower and workshop 
were left unattended, and eventually, knowledge of 
their existence passed from the world. 

Enough of her students took up her mantle that 
Cwell’s ideas have proliferated. This modest number 
of her disciples continued to teach the philosophy 
that familiars should be treated with respect, not as 
slaves, and that only then could the power between 
the two become fully realized. Many times, these 
former students would record their own new spells 


or theories, and circulate these books along with 
portions of Cwell’s own research. These books, while 
each unique, offer the reader a basic education in the 
principles of complete familiar binding, although the 
rest of the contents might differ. In the present day, 
hundreds of different such tomes exist. 

Cwell’s followers came to refer to her theories as 
“Cavalian” magic, after their master’s familiar. Those 
arcane wielders that adhere the closest to the teach¬ 
ings within the book also use dragonlings as their 
familiars. The new uses of familiars spread to non¬ 
practitioners, as well. For a brief time at the height 
of Cwell’s popularity, merchants began to capture 
and sell what they called “Cavalian dragons” as pets. 
These small flying lizards were not actual dragonling 
familiars-since they weren’t spirits. This did not 
seem to stop people from buying them. They became 
popular pets for a time, since many thought them 
good luck. 

The teachings of Cwell have since dimmed in pop¬ 
ularity, although the books based on them have been 
circulated across the world and beyond. Some who 
find them dream of finding Cwell’s original home 
and to unearth still more of her secrets and research. 

As for Magnus, he too continued to teach—pri¬ 
marily sorcerers, but others as well. He showed his 
own students how to further shape and modify their 
magic with the aid of their familiars. He also devel¬ 
oped his own new spells, although those are best left 
for another time... 


WIZARD POWERS 


When “Active Familiar” appears as a header in a 
power description, the associated entry describes an 
additional effect that applies if you have a familiar in 
the active state. 


Level 1 Encounter Spells 


1 Conduit of tee 

Wizard Attack 1 1 

You turn your enemy into a conduit l 
Elemental Chaos. 

to an ice storm from the 


Encounter ♦ Arcane, Cold, Implement, Zone 
Standard Action Ranged 10 

Target: One creature 
Attack: Intelligence vs. Reflex 

Hit: 2d8 + Intelligence modifier cold damage, and you create 
a zone of sudden cold in a burst 2 centered on the target 
until the end of your next turn. The zone moves with the 
target. The zone is difficult terrain, and any enemy that 
ends its turn in the zone takes 5 cold damage. 

Active Familiar: While your familiar is in the zone, it knocks 
prone any enemy that ends its turn in the zone. 


Level 2 Utility Spells 


1 Familiar Harrier 

Wizard Utility 2 1 

You send your familiar in t 

o keep your opponent off balance. 


At-Will ♦ Arcane, Teleportation 
Move Action 

Effect: Teleport your familiar 10 squares, and until the end of 
your next turn your familiar can flank with you or your al¬ 
lies. When an attack hits a creature flanked by the familiar, 
that creature cannot shift until the end of its next turn. 


mber 2009 | DRAGON 382 



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Familiar Power 


Level 3 Encounter Spells Level 10 Utility Spells 


Level 16 Utility Spells 


Melting Pool Wizard Attack 3 


You create an extradimensional pool of acid beneath your 
enemies’feet. 

Encounter ♦ Acid, Arcane, Implement 

Standard Action Area burst 2 within 10 

Target: Each creature in burst 

Attack: Intelligence vs. Fortitude 

Hit: 1 d8 + Intelligence modifier acid damage. 

Active Familiar: Any enemy hit by this attack must spend an 
extra square of movement to leave its square while within 
3 squares of your familiar until the end of your next turn. 


niuimwiM 


You assume the shape of a creature that resembles your 
familiar. 


Daily ♦ Arcane, Polymorph 
Minor Action Personal 

Effect: You assume a form identical to your familiar until the 
end of the encounter and, for the same duration, can 
change back or forth between this and your natural form 
as a minor action. In this form, you gain the movement 
modes, speed, and special senses of your familiar but can¬ 
not make attacks. 


Level 6 Utility Spells 


Familiar’s Call Wizard Utility 6 


You teleport yourself to where your familiar is. 

Encounter ♦ Arcane, Teleportation 
Move Action Personal 

Effect: You teleport up to 20 squares to the square occupied by 
your familiar and your familiar enters passive mode. 


Level 7 Encounter Spells 



You reptdseyour enemies with an expending sphere of force. 

Encounter ♦ Arcane, Force, Implement 
Standard Action Close burst 3 


Active Familiar: You can center this burst on your familiar 
instead of on you. 

Target: Each enemy in burst 
Attack: Intelligence vs. Fortitude 

Hit: 2d4 + Intelligence modifier force damage, and you push 
the target to a space outside the burst. 


Level 13 Encounter Spells 


Arcane Chastisement Wizard Attack 13 


Your retributive strike more than teaches the enemy not to 
harm you, it compels it. 

Encounter ♦ Arcane, Charm, Implement, Psychic 
Immediate Reaction Ranged 10 

Trigger: An enemy hits you or an ally 
Target: One creature 
Attack: Intelligence vs. Will 

Hit: 2d8 + Intelligence modifier psychic damage, and the tar¬ 
get cannot attack the creature it targeted with the trigger¬ 
ing attack until the end of your next turn. 

Active Familiar: Until the end of your next turn, the target 
cannot attack your familiar and takes a -2 penalty to attack 
rolls against creatures adjacent to your familiar. 


Circle of Protection Wizard Utility 16 


You weave a circle of protective runes that guard your allies 
and can draw power from your familiar for greater strength. 

Daily ♦ Arcane, Implement, Zone 
Standard Action Area burst 1 within 20 

squares 

Effect: The burst creatures a zone that lasts until the end of 
your next turn. While within the zone, you and your allies 
have resistance to all damage equal to your Intelligence 
modifier. Enemies must spend 2 extra squares of 
movement to enter the zone. When you use this power, 
make the following attack. 

Target: Each enemy in burst 
Attack: Intelligence vs. Fortitude 

Active Familiar: You gain a +4 power bonus to the attack 
roll if your familiar is in the burst. 

Hit: You push the target 2 squares away from the burst’s origin 
square to a square outside the zone. You cannot push the 
target into hindering terrain. 

Sustain Minor: The zone persists. 


Level 17 Encounter Spells 


Thunderous Wizard Attack 17 

Transformation 


You translate your enemy’s physicalform into a monstrous 
peal of thunder before it reincorporates nearby. 

Encounter ♦ Arcane, Teleportation, Thunder, Implement 
Standard Action Ranged 10 
Primary Target: One creature 
Primary Attack: Intelligence vs. Fortitude 
Hit: 2d8 + Intelligence modifier thunder damage, and any 
creature within 2 squares of the target takes 10 thunder 
damage and falls prone. Then you teleport the target 5 
squares. 


2009 | DRAGON 382 
















Active Familiar: You can teleport the target up to 20 squares 
to a space within 3 squares of your familiar. 


Level 27 Encounter Spells 


Level 22 Utility Spells 


Dire Familiar 
Incantation 

Wizard Utility 22 

Your familiar expands in size t 

apidly becoming a threat to 

your enemies. 


Daily ♦ Arcane, Polymorph 


Minor Action 

Ranged 10 


Requirement: Your familiar must be in a square it could 
occupy as a Medium creature. 

Target: Your familiar 

Effect: Until the end of the encounter, your familiar becomes 
a Medium creature, gains a hit point total equal to your 
bloodied value, and can flank with you or your allies. While 
in this form, when any enemy adjacent to the familiar is hit 
by an attack, you may use a free action to have the familiar 
knock that enemy prone, push it 1 square, or shift 1 square 
and slides that enemy into the square the familiar left. 


Mind-Numbing Wizard Attack 27 

Presence 


You surround your foe with afield that dampens thought. 

Encounter ♦ Arcane, Implement, Psychic, Zone 
Standard Action Ranged 20 

Target: One creature 
Attack: Intelligence vs. Will 

Hit: 3d8 + Intelligence modifier psychic damage, and a burst 3 
centered on the target becomes a zone of numbed thought 
until the end of your next turn. This zone moves with the 
target. Any enemy that ends its turn in the zone takes 10 
psychic damage, and any enemy that enters or leaves the 
zone becomes dazed until the end of your next turn. 

Active Familiar: When an enemy takes damage from the 
zone or becomes dazed by the zone, your familiar can shift 
3 squares as a free action. 

Magic Items eor Familiars 

Familiar items are a subset of wondrous items that 


Level 23 Encounter Spells 


Crushing Necrotism Wizard Attack 23 


You encase your foe in tightening necrotic energy, which 
washes over its allies when the enemy struggles free. 

Encounter ♦ Arcane, Implement, Necrotic 
Standard Action Ranged 5 

Target: One creature 
Attack: Intelligence vs. Reflex 

Hit: 3d6 + Intelligence modifier necrotic damage, and the 
target is slowed and grants combat advantage until the 
end of the target’s next turn. At the end of the target’s next 
turn, any enemy within 2 squares of the target takes 10 
necrotic damage and you push that enemy 2 squares from 
the target. 

Active Familiar: At the end of the target’s next turn, you also 
push any enemy within 2 squares of your familiar 2 squares 
from your familiar. 


can be used only to enhance a familiar. A familiar is 
treated as having a single item slot, which can be used 
only to equip familiar items. Unless otherwise stated, 
a familiar can’t normally carry or wield a magic item. 


1 Lucky Charm 

Level 12 1 

Your familiar is blessed by good luck to get oi 
situations. 

ut of dangerous 


Item Slot: Familiar 13,000 gp 

Property: When an attack misses you or your familiar, your 
familiar can shift 1 square as a free action. 


of Protection Level 8 


Your familiar is protected by the charm almost as if it has a 
destiny of its own. 

Item Slot: Familiar 3,400 gp 

Power (Encounter) ♦ Immediate Interrupt. Trigger: An attack 
hits your familiar. Effect: Your familiar gains a +4 power 
bonus to AC and Reflex until the end of your next turn. 


Familiar Power 




Heroic Tier Feats 


Any feat in this section is available to a character of 
any level who meets the prerequisites. 


Active Familiar [Eamiliar] 

Prerequisite: Arcane Familiar feat 

Benefit: When you take a move action, you can also 

move your familiar its speed or shift it 1 square. 

Cast Afar the Spirit [Eamiliar] 

Prerequisite: Arcane Familiar feat 

Benefit: When you switch your familiar into active 

mode, you can teleport it up to 5 squares. 

Persistent Spirit [Eamiliar] 

Prerequisite: Arcane Familiar feat 
Benefit: When your familiar is destroyed, an echo of 
its spirit remains. Treat your familiar as in its active 
state until the end of your next turn, at which time 
the spirit fades away. 

Swift Eamiliar [Familiar] 

Prerequisite: Arcane Familiar feat 
Benefit: You can switch your familiar between pas¬ 
sive mode and active mode with a free action on your 
turn instead of a minor action. You can do so only 
once per turn. 

Paragon Tier Feats 

Any feat in this section is available to a character of 
11th level or higher who meets the prerequisites. 


December 2009 | DRAGON 382 












Familiar Power 


Sight of the Familiar [Familiar] 

Prerequisite: 11th level, Arcane Familiar feat 
Benefit: While your familiar is in passive mode, you 
can see through its eyes, benefiting from its special 
senses. In addition, after you return your familiar to 
passive mode from active mode, it can show you one 
image it saw during that period in active mode. 


Space-Bending Spirit [Familiar] 

Prerequisite: 11th level, Arcane Familiar feat 
Benefit: Your familiar gains teleport 2 as an addi¬ 
tional movement mode. 


Rituals 

Familiar Mount 

Your familiar grows large enough to carry you to your 
destination. 

Level: 4 Component Cost: 25 gp 
Category: Exploration Market Price: 175 gp 
Time: 5 minutes Key Skill: Arcana (no check) 
Duration: 12 hours 

Your familiar grows to Large size and can accom¬ 
modate you as a rider, and it is in active mode for the 
duration. You can end the ritual by returning the 
familiar to passive mode with a minor action. If the 
familiar takes damage equal to 5 + one-half your level 
or more, it returns to its normal size and to passive 



Familiars 


Specter Familii 


You have touched the Shadowfell and lived to speak of it. You 
even brought back a souvenir. 

Senses Darkvision 
Speed Fly 6 (hover) 

Constant Benefits 

You gain a +4 bonus to monster knowledge checks to 
identify undead creatures. 

You gain resist 5 necrotic. If already have resist necrotic, 
increase the resistance by 2. 

Active Benefits 

Incorporeal: The specter has phasing and does not provoke 
opportunity attacks. 

Undead: The specter is immune to necrotic damage. 


Least Air Elemental 


A wisp of air from the Elemental Chaos does your bidding on the 
mortal plane. 

Speed Fly 6 (hover) 

Constant Benefits 

You take half normal damage from falling. 

Active Benefits 

Elemental Servant: As a minor action, you cause the familiar 
to pick up, move, or manipulate an unattended object 
weighing 20 pounds or less and carry it up to 5 squares. 


Tiny Gelatinous Cube 


This palm-sized ooze tickles you with its weak acid. 

Constant Benefits 

You gain resist 5 acid. If you already have resist acid, increase 
the resistance by 2. 

Active Benefits 

Cleaning: The familiar consumes nonliving organic objects that 
it touches at a rate of 1 pound of material per round. 
Transparent: The familiar is invisible. 


Least Earth Elemental 


A small creature made of earth and stone lumbers along as you 
command. 

Speed 2, Burrow 6 
Constant Benefits 

When an attack knocks you prone, you can make a saving 
throw to avoid falling prone. 

Active Benefits 

Tremorsense: You and the least earth elemental can clearly 
see creatures and objects in the same square as the least 
earth elemental, even if they are invisible, obscured, 
or outside line of effect, but they and the least earth 
elemental must be in contact with the ground or the same 
substance, such as water or a web. 

About the Author 

Arthur Wright is a 37-year-old father of three living in 
upstate New York, and he is an avid gamer. When not playing 
Lord of the Rings Online, he is playing 4th Edition Dungeons & 
Dragons® and spending time with his family. He loves real¬ 
ity TV and wants to someday appear on the show Survivor. 


De 


2009 | DRAGON 382 

















More Toys for Assassins 

By Mike Mearls 

Illustration by Patrick McEvoy 


The assassin character class rolled out in September, 
and almost immediately we saw a call for more stuff. 
“Feats for the shadar-kai!” cried the forums. “Where 
are our ki focuses?” shouted the blogs. 

Well, here they are. Normally, this sort of article 
opens with a bit of flavor. Forget about that! Here are 
some more toys for your assassin. Have fun! 

Heroic Tier Feats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Horns of the Shadow Reaper 

Prerequisite: Minotaur, assassin, assassins shroud 
power 

Benefit: When you charge and use your goring 
charge racial power you and target has at least one of 
your assassin’s shrouds on it, you gain a +2 bonus to 
your attack roll and, after resolving the attack, you 
can shift half your speed as part of the charge. 

Hunter in the Gloom 

Prerequisite: Shadar-kai, assassin, shadow jaunt 
racial power 

Benefit: While you are insubstantial due to your 
shadow jaunt power, any weapon attacks you make 
against AC instead are made against the target’s Reflex. 

Initiate ot Three Masks 

Prerequisite: Changeling, assassin 


Benefit: You can use a Stealth check in place of 
Bluff with your changeling trick racial power. In addi¬ 
tion, if that check succeeds, the target cannot make 
opportunity attacks against you until the end of your 
next turn. 


Maw oe the Hungry Killer 

Prerequisite: Gnoll, assassin, assassin’s shroud 
power 

Benefit: When you reduce a creature that has 
at least one of your shrouds on it to 0 hit points or 
fewer, you gain temporary hit points equal to 5 + the 
number of shrouds on the target. If you invoked your 
shrouds on the attack that reduced the creature to 0 
hit points, you can also teleport to a space adjacent to 
your nearest ally within 10 squares. 

Mind oe Elawless Sight 

Prerequisite: Kalashtar, assassin, assassin’s shroud 
power 

Benefit: If a creature has at least one of your 
shrouds on it, you ignore the -2 penalties for conceal¬ 
ment or cover on your attack rolls against that creature. 



Keeper oe the Black Flame 

Prerequisite: Drow, assassin, assassin’s shroud 
power 

Benefit: When you hit a target that has at least 
one of your shrouds on it with your darkfire racial 
power, the target is subject to an additional shroud. 


Decer 



Resolve oe the Iron Terminator 

Prerequisite: Warforged, assassin, assassin’s 
shroud power 

Benefit: You gain resist to attacks from any crea¬ 
ture with your shrouds on it equal to the number of 
shrouds on the creature. 

Seeker oe the Devouring Dark 

Prerequisite: Drow, assassin, assassin’s shroud 
power 

Benefit: When a creature with at least one of your 
shrouds on it leaves the area of your cloud of darkness, it 
takes damage from your shrouds as if you had hit it with 
an attack, and your shrouds vanish from the target. 

Paragon Tier Feats 

Any feat in this section is available to a character of 
11th level or higher who meets the prerequisites. 

Eade into Shadow 

Prerequisite: 11th level, assassin, shadow step 
power 

Benefit: When you become bloodied, you may use 
your shadow step as an immediate reaction. 

Grave Step 

Prerequisite: 11th level, assassin, shadow step 
power 

Benefit: If you reduce a creature to 0 hit points 
or fewer during your turn, you can use shadow step as 
a minor action during that turn without needing to 
begin or end the teleport adjacent to a creature. 


Killer in the Crowd 

Prerequisite: 11th level, assassin 
Benefit: Your enemies do not grant cover to your 
targets. You gain cover from your enemies. 

Shadow’s Inexorable Grasp 

Prerequisite: 11th level, assassin, assassins shroud 
power 

Benefit: When you are reduced to 0 or fewer hit 
points, any creature within 10 squares of you with 
at least one of your shrouds on it takes damage from 
your assassin’s shrouds as if you had missed it with an 
attack, and your shrouds vanish from the target. 

Epic Tier Feats 

Any feat in this section is available to a character of 
21st level or higher who meets the prerequisites. 

Soul in Shadow 

Prerequisite: 21st level, assassin 
Benefit: You gain concealment against all crea¬ 
tures that are 5 or more squares away from you. 

Walker Through Shadows 

Prerequisite: 21st level, assassin 
Benefit: While you are insubstantial, you also 
gain phasing. 

Multiclass Feats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Shadow Initiate [Multiclass Assassin] 

Prerequisite: Dex 13 


More Toys for Assassins 


Benefit: You gain training in the Stealth skill. 
Twice per encounter, you can use the assassins shroud 
power. In addition, you can wield assassin implements. 


Acolyte of the Veit [Multiclass Assassin] 

Prerequisite: Dex 13 

Benefit: You gain training in the Acrobatics or Stealth 
skill. Once per encounter, you can use the shadow step 
power. In addition, you can wield assassin implements. 

Ki Focus 

A ki focus is an implement that certain classes use 
as a focus for their inner magical energy, known as 
their ki. A ki focus might take the form of a training 
manual, a scroll of ancient secrets, or a blunt train¬ 
ing weapon. To use a ki focus, you must first attune 
yourself to it. Some characters study their ki focus 
to attune themselves to it. Others meditate with it or 
wield it as they practice their fighting techniques. 
Once you have attuned yourself to a ki focus, you 
must either wear or hold it to use it as an implement. 

When you attune yourself to a ki focus, you draw 
on magic within it to shape your ki. This attunement 
is temporary, and it fades away if you attune yourself 
to a different ki focus or if you die. The ki focus that 
you’re attuned to occupies your ki focus item slot. 

To attune yourself to a ki focus, you must have the 
item on your person during a short or an extended rest. 
Whenever you take a rest, you can attune yourself to a 
ki focus in your possession, but you can be attuned to 
only one ki focus at a time. Also, only one creature at a 
time can be attuned to a particular ki focus. Once you 
attune yourself to a ki focus, no one else can attune to it 
until you are no longer attuned to it. 

If you can use a ki focus as an implement, you can 
add its enhancement bonus to the attack rolls and the 


December 2009 | DRAGON 382 






More Toys for Assassins 


damage rolls of implement powers from the class (and 
its associated paragon paths) that allows you to use a 
ki focus, and you can use its properties and powers. 
Otherwise, you gain no benefit from a ki focus. 

Being able to use a ki focus as an implement 
means you can also use it with your weapon attacks. 
You can add its enhancement bonus to the attack rolls 
and the damage rolls of weapon attacks you make 
using a weapon with which you’re proficient. How¬ 
ever, you must choose to use the enhancement bonus, 
properties, and powers of the ki focus, rather than the 
weapon you’re wielding, or vice versa. You can’t use 
both when you use a power. 


Emerald Flame Ki Focus Level 2+ 


A flickering, yellow flame dances within this green gem’s 
facets, hinting at the magic that can be unleashed only by one 
with the focus needed to study the flame’s secrets. 

Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp 

Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp 

Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp 

Implement (Ki Focus) 

Enhancement: Attack rolls and damage rolls 
Critical: +1 d6 damage per plus 

Power (Daily ♦ Fire): Immediate Reaction. Trigger: You are hit 
by an attack. Effect: Any enemy adjacent to you takes 5 fire 
damage. Then you shift 2 squares. 

Level 12 or 17:10 fire damage. 

Level 22 or 27 :15 fire damage. 


Final Sleep Ki Focus Level 3+ 


This small manual’s plain, black leather covers contain illus¬ 
trations of the vulnerable points on a variety of creatures. The 
contents change each time you open the book, and as you flip 
from page to page you never seem to reach the book’s end. 

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp 

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp 

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp 

Implement (Ki Focus) 

Enhancement: Attack rolls and damage rolls 
Critical: +1 dl 2 damage per plus 

Property: Whenever you reduce an enemy to 0 hit points or 
fewer, you can shift 1 square as a free action. 


Hawk’s Talon Ki Focus Level 4+ 


This small, blunt dagger is made of a soft, malleable metal. 

It shivers and flutters in your grasp, like a captive bird. When 
you practice with it, you unlock the secret of the swooping 
hawk’s tactics. 

Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp 

Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp 

Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp 

Implement (Ki Focus) 

Enhancement: Attack rolls and damage rolls 
Critical: +1 d8 damage per plus 

Property: Whenever you charge, you gain a bonus to any 
Athletics checks made to jump as part of that charge equal 
to 2 + this item’s enhancement bonus. 

Power (Daily): Standard Action. Charge an enemy. Your move¬ 
ment during this charge does not provoke opportunity 
attacks, and you can use an at-will attack power that will 
target only one enemy in place of a melee basic attack at 
the end of the charge. 


Iron Body Ki Focus Level 5+ 


This set of weights consists of rune-scribed chunks of lead 
laced together with leather straps. When tied to your feet and 
hands, you can perform the exercises needed to master the iron 


body technique. 



Lvl 5 +1 1,000 gp Lvl 20 

+4 

125,000 gp 

Lvl 10 +2 5,000 gp Lvl 25 

+5 

625,000 gp 

Lvl 15 +3 2 5,000 gp Lvl 30 

Implement (Ki Focus) 

+6 

3,12 5,000 gp 

Enhancement: Attack rolls and damage rolls 
Critical: +1 dl 0 damage per plus 



Property: If you hit an opponent with an attack using this 
ki focus, you gain resistance to all of that target's attacks 
equal to 2 + this implement’s enhancement bonus until the 
end of your next turn. 


Magic Ki Focus 



Level 1 + 

This ancient scroll looks as 

if it is about t 

o crumble to dust, but 

the magic within its text keeps its form intact. By studying the 
writings, you focus your ki into a potent weapon. 

Lvl 1 +1 360 gp 

Lvl 16 

+4 

45,000 gp 

Lvl 6 +2 1,800 gp 

Lvl 21 

+5 

225,000 gp 

Lvl 11 +3 9,000 gp 

Lvl 26 

+6 

1,125,000 gp 

Implement (Ki Focus) 

Enhancement: Attack rolls and damage 

: rolls 



Critical: +1 d6 damage per plus 


Rain of Hammers Ki Focus Level 3+ 


This small, wooden box holds a pair of leaden hammers and 
a tiny drum. By beating the hammers against the drum, you 
sharpen your ki, accustoming your arms to deliver a steady 
stream of powerful attacks. 

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp 

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp 

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp 

Implement (Ki Focus) 

Enhancement: Attack rolls and damage rolls 
Critical: +1 d6 damage per plus 

Property: Whenever you reduce an enemy to 0 hit points or 
fewer, one enemy adjacent to you takes damage equal to 2 
+ this focus’s enhancement bonus damage. 

Power (Daily): Minor Action. Make an at-will attack against an 
enemy that you already hit with an attack during this turn. 

About the Author 

Mike Mearls is the Lead Designer for the Dungeons & 
Dragons® roleplaying game. His recent credits include HI: 
Keep on the Shadowfell and Player’s Handbook’ 1 2. 


December 2009 | DRAGON 382 












Avenger Essentials.- 

Divine Retribution 


By Rodney Thompson 

Illustrations by Eric Belisle 



“My sword is an instrument of the Raven Queens will. I 
am her reaper- her will given flesh. What I do, I do at 
the whim of powers greater than I can understand. All are 
eventually called into the Raven Queens embrace; some 
simply require my blade to speed them along.” 

-From the journal of Vargas, the White Assassin 

The gods have many devotees, from commoners to 
the paladins who spread their holy word with sword 
and shield. Yet where many divine heroes serve their 
gods as leaders, healers, military commanders, and 
the masterminds of great plans, few are as single- 
minded and zealous in the pursuit of their faith as the 
avenger. An avenger’s idiom is simple: Defeat enemies 
of the faith and punish them for their transgressions. 

An avenger is nothing if not focused, and a char¬ 
acter’s mechanics and story are built on this focus. 

As an adventurer, the avenger is one of the most 
story-driven classes, and although each avenger 
might differ in his or her particular motivations, most 
avengers are compelled by their faith, as well as their 
interactions with other characters in the world. 


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Avenger Essentials.- Divine Retribution 


THE BASICS 


“My words and deeds are molded by the will of my goddess. 
The oaths I swear-those that declare the enemies of my 
faith-bind my foes with the power of the Raven Queen. 
Woe unto those who hear the words of my oath, for their 
time to fall into the arms of my god is nigh.” 

-From the journal of Vargas, the White Assassin 

The avenger, as the divine striker, is tasked with find¬ 
ing enemies, isolating them from their allies, and 
then meting out swift punishment for being an enemy 
of the faith. Unlike other strikers, the avenger does 

DIVINE ASSASSINS 

In many ways, the avenger is the spiritual suc¬ 
cessor to the holy slayer from 2nd Edition’s 
Al-Qadim® campaign setting. As in Al-Qadim, 
the avenger is a servant of divine powers whose 
primary role is to slay those who are enemies of 
the faith. For some avengers, this means becom¬ 
ing something of a “divine assassin” who works 
not to spread the word of his or her patron deity, 
but to ruthlessly eliminate all who oppose his or 
her views. One way in which this “divine assas¬ 
sin” theme can manifest itself is in skill selection. 

As with other such characters, skills such as 
Acrobatics, Athletics, and Stealth can be of great 
value to avengers. Since the avenger needs to 
isolate its enemies to be most successful, waiting 
until a target is alone before striking is a great 
tactic. Skills such as those noted above help an 
avenger sneak into an enemy’s home, shadow an 
enemy until it is alone, or find a good spot from 
which to launch an ambush. 


not fulfill its role through damage-boosting means, 
but rather through increased accuracy and occasional 
damage spikes. To put it in terms more in line with 
the world of Dungeons & Dragons®, an avenger’s 
deadliness lies not in strength of arms, but rather in 
the divine guidance that causes his or her weapons to 
strike true. The patron deity of an avenger alters fate 
in such a way that the avenger’s attacks against sworn 
enemies strike vital areas, slipping through layers of 
protection to inflict grievous wounds against all odds. 
Many view an avenger as having the guiding hand of 
his or her deity behind every attack. 

Oath of Enmity 

The core of the avenger class is its oath of enmity 
power. When an avenger uses this power, he or she 
designates a single target as the focus of his or her 
attacks. Much like a ranger or a warlock, this power 
serves as target designation, but, unlike those other 
classes, an avenger absolutely must deal with the 
target of their oath of enmity to the exclusion of all 
others to reach his or her expected potential as a 
striker. This leads to avengers being single-minded in 
their pursuit of any enemy. The other restriction on 
oath of enmity requires the avenger to move the target 
away from its allies, since the power does not work 
when other enemies are adjacent to the enemy. This 
enforces not only a particular combat style, but also 
helps reinforce the avenger’s idiom: Seek out enemies, 
wait until they are vulnerable, and then strike and 
continue to do so until the enemy is dead (or other¬ 
wise subdued). 

Accuracy: Thanks to oath of enmity, the avenger 
reaches his or her expected striker damage poten¬ 
tial through accuracy, not a raw damage boost. This 
ensures that, over the course of an encounter, the 


total damage output is close to that of other striker 
classes thanks to the avenger hitting on rounds when 
other strikers miss. With this in mind, this accuracy 
boost provides you with a bit more freedom in build¬ 
ing your character. Feats such as Weapon Expertise, 
which for many classes can make a big difference in 
their effectiveness, aren’t as essential for an avenger 
thanks to the inherent boost in accuracy provided by 
oath of enmity. Instead, you can use those feat slots for 
things such as damage-boosting feats, feats that trig¬ 
ger effects on critical hits, or feats to flesh out your 
character’s skills and personality. 

Critical Hits: Likewise, an avenger is typically 
going to score a critical hit twice as often as other 
characters. This means that feats, items, and other 
game elements that trigger off scoring a critical hit 
are twice as valuable, and it means that an avenger’s 
damage output can spike up twice as often. To take 
advantage of this, consider hunting or crafting 
weapons with the high crit quality and the vicious 
enchantment, or the bloodthirsty enchantment (Adven¬ 
turer’s Vault, page 65). The latter has the advantage of 
also providing a damage boost against bloodied ene¬ 
mies, and as a striker you should try to take bloodied 
enemies down as quickly as possible. At paragon tier, 
taking the Devastating Critical feat means that, on a 
crit, you not only maximize damage but add large crit 
dice, two high crit dice, and a dlO ... and your bonus 
crit damage only gets bigger from there. 


Channel Divinity 

For the avenger, the Channel Divinity options for 
the class fall strictly into the offense category. They 
are going to be used primarily to deal damage to an 
opponent-and one is applicable only when fighting 


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Avenger Essentials.- Divine Retribution 


WHEN NOT TO SWEAR 
YOUR OATH 

Though the core of the avenger’s effectiveness 
is the oath of enmity, sometimes you don’t want 
to use the power right away. The power has two 
big drawbacks you need to take into account: 
You can have no other enemies adjacent to you, 
and you can have your oath of enmity on only one 
enemy at a time. In fights with lots of enemies, 
you need to pick your oath of enmity target care¬ 
fully, because if your oath of enmity target’s allies 
suddenly swarm you, it might take you a while 
before you can take advantage of your oath of 
enmity. Similarly, you should be cautious about 
putting your oath of enmity target on enemies 
that show a lot of mobility or the ability to tele¬ 
port. Though an avenger can punish a foe for 
moving away, once your oath of enmity target 
has escaped your grasp, you could end up stuck 
without your core mechanic. If your avenger 
doesn’t have a lot of abilities that immobilize or 
slow targets, consider taking the refocus enmity 
utility power at 2nd level. The power makes a 
great safety net for when your oath of enmity 
target escapes you and keeps you from being at 
reduced effectiveness. 


undead, meaning that, in most encounters, you’re 
probably going to be using divine guidance. 

One of the best parts of divine guidance is that, for a 
single attack roll, one of your allies can feel how good 
it is to be you. As your ally launches his or her attack, 
your deity favors that ally with same accuracy boon 
you normally receive. Typically, you want to save your 
divine guidance for when one of your allies is going 
to do something significant, whether that means 


immobilizing a monster as it tries to escape or putting 
out big damage when using a daily power. Addition¬ 
ally, when one of your allies spends an action point 
to make an extra attack and misses, consider using 
divine guidance then so that he or she hasn’t wasted an 
action point on a miss. 

If you are fighting undead, abjure undead can be 
an extremely nasty power. Its damage output is above 
that of most daily powers at its level, and it is a great 
way to pull an enemy over to you while you stay safely 
off to one side. The abjure undead power makes a great 
opening salvo against an undead creature that you 
make your oath of enmity target, since it allows you to 
move into a position from which other enemies have a 
hard time reaching you. Then you pull your target to 
you, ensuring that on subsequent rounds you can take 
advantage of your oath of enmity. If you have an action 
point to spend and are fighting undead, you should 
consider moving to an isolated position as a move 
action, firing off abjure undead to pull your target to 
you as a standard action, putting your oath of enmity 
on the target as a minor action, and then using the 
action point to gain another standard action to attack. 

Raven Queen’s Blessing: If you’re a follower of 
the Raven Queen, consider taking the Raven Queen’s 
Blessing feat for an extra Channel Divinity option. 
Though it does require you to reduce a target to 0 
hit points, your role as a striker (and slightly more 
frequent damage spikes from critical hits) means that 
you’ll have more opportunities to use the power than 
a cleric, paladin, or invoker. It’s a great choice for 
avengers looking to add a little more healing to their 
adventuring party. 


CHOOSING YOUR DEITY 


Though you don’t have many restrictions to your 
character based on the deity you serve, this 
choice has a big effect on who your character is. 
Usually, you’ll pick a god who fits with how you 
want to roleplay your character. 

On the rules side of things, you can take a look 
at the Channel Divinity feats for the different 
deities, and at the domains from Divine Power 
you can access as a follower of each deity. These 
allow you to have a little more of the deity’s 
theme come through in your powers. 


Avengers oe ... 

Since the avenger is such an aggressive and focused 
divine class, deciding what drives and motivates your 
avenger can almost certainly depend on the edicts 
of your faith. Below are some suggestions for what 
might motivate an avenger devoted to the various 
core deities. 

Avandra: You are the silent protector of travelers, 
exacting Avandra’s vengeance upon those who would 
prey upon explorers, traders, and other adventur¬ 
ers. You cannot abide tyrants, slavers, or those who 
impede the journey, and Avandra has granted you 
her blessing in meting out justice against anyone that 
stands in the way of progress. 

Bahamut: Above all else you value justice, and 
Bahamut’s will guides your blade to bring justice to 
those who deserve it. You ensure that anyone that 
harms or oppresses others reaps the fruit of the 
wicked deeds they do, confident that the Platinum 
Dragon wants ill works made right. 


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Corellon: You are a sworn enemy of the follow¬ 
ers of Lolth, and you know that many who do evil are 
doing so in her name-whether they know it or not. 
Though your true enmity is for the Spider Queen, 
you believe that all who serve evil are aiding Lolth, if 
sometimes indirectly, and must be stopped-by vio¬ 
lent means, if necessary. 

Erathis: For you, those who sow chaos in the 
middle of an organized, peaceful society are threat¬ 
ening to tear down civilization. You seek out and 
dispense punishment to those who would permit the 
chaos of the wilds to overthrow civilization by weak¬ 
ening its defenders. 

Ioun: Anyone who would destroy knowledge, 
whether through carelessness or in the hopes of sup¬ 
pressing it, is an enemy of your faith. Worse yet are 
those who would keep secret knowledge for them¬ 
selves while leaving others in ignorance; rulers that 
forbid their followers to learn to read and write, for 
example, are begging to be brought low by your blade. 

Kord: As the servant of the Lord of Battle, you 
seek out those who make worthy foes and test their 
mettle. However, those who are wanton with their 
strength must be stopped, for although prowess is to 
be respected it must be used with honor. 

Melora: Those who defile the natural world 
declare themselves your enemy with every act. You 
are dedicated to protecting the world from both 
wanton defilers as well as creatures that should not 
be. You set the world right by dispensing the will of 
Melora. 

Moradin: For you, Moradin’s creed is to protect 
your friends, family, and allies with no mercy for 
those who would threaten them. Although revenge 
for wrongdoing is acceptable, you are compelled 


Avenger Essentials.- Divine Retribution 


to preemptively rid the world of those who might 
become a threat to your people in the future. 

Pelor: As a servant of Pelor, you know that true 
justice comes from liberating the oppressed and 
seeing to it that those who would make others suffer 
do not live long enough to continue their evil ways. 
You are the guard that stands against the rise of evil, 
and you must slay those who spread darkness before 
they can harm others. 

The Raven Queen: You are Death’s reaper—the 
hand of the Raven Queen. By her grace and your 
will, those who seek to evade the natural order of 
things—such as those who seek vile undeath—must be 
ushered on to the Raven Queen’s embrace. Death is 
the domain of your mistress; if it comes, it is her will 
that your blade brings it. 

Sehanine: You are sworn to prevent those who 
hurl themselves zealously after a cause, no matter 
how good, from bringing harm to the world. Though 
you declare yourself devoted, zealots and tyrants end 
up rending the world in their struggles, no matter 
how well intentioned. It is your duty to stop those 
atrocities from occurring before they can begin. 

AVENGER BUILDS 

For the avenger, much of your build support is built 
right into your powers. Though each build has a 
class feature that addresses an aspect of being an 
avenger of that build, for the most part your build is 
most apparent when using powers that feature rider 
mechanics for your build. 

An avenger’s build choice affects the second¬ 
ary ability score that you use, and likely most of 
your power choices. The main choices you face are 
described here. 


♦ Weapon or Holy Symbol: Though primarily a 
concern in power choice, the build you choose 
should also reflect well on whether you choose 
to take any implement powers. The commanding 
avenger and the isolating avenger both have class 
features that trigger off you being in the middle 
of melee (likely making a lot of weapon attacks); 
alternatively, the pursuing avenger doesn’t mind 
if his or her oath of enmity target escapes a bit, 
which makes using implement powers from 
range more viable. 

♦ Isolation: As mentioned above, one of your 
biggest choices in selecting a build is to decide 
whether you want to isolate your enemies (both 
from their allies and yours) or whether you 
want to wade into the thick of combat. Both the 
commanding and isolating avengers like being 
around other allies and enemies (respectively), 
whereas the pursuing avenger is going to want to 
pull his or her enemies off to one side and keep 
them there. 

♦ Damage or Utility: Two of the avenger’s builds 
provide class features that boost damage: the 
commanding avenger and the isolating avenger. 
The pursuing avenger’s class feature adds utility 
but does not add to your damage. 

♦ Skills: Since the avenger’s secondary ability 
score is tied to its class feature, your aptitude with 
skills likely also hangs on your build choice. If 
you want to make the best use of Dexterity-based 
skills, such as Acrobatics, Stealth, or (by spend¬ 
ing a feat) Thievery, then the pursuing avenger 

is for you. Otherwise, the other two builds most 
benefit Intelligence-based skills such as Religion 
or (through spending feats) skills such as Arcana 
and History. 


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Commanding Avenger 

“Move forward! Kord has given us his blessing; let us not 
waste it.” 

—Arvando Terasi, avenger of Kord 

Introduced in Divine Power, the commanding avenger 
benefits most from having allies surrounding his or 
her enemies. As with most avengers, the command¬ 
ing avenger spends the bulk of his or her time in 
melee, but it is to his or her advantage to maneuver 
enemies adjacent to multiple allies. As a result, the 
commanding avenger ends up being a bit more like a 
leader than other avengers, at least in the sense that 
he or she provides target designation by simple virtue 
of putting an oath of enmity on a target. 

Parties with a commanding avenger should focus 
their melee attacks on the target of the avenger’s oath 
of enmity. The commanding avenger also enjoys the 
close proximity of a defender, which any striker can 
attest is frequently a good thing. Similarly, a com¬ 
manding avenger is a rogue’s best friend, since the 
two of them flanking an enemy means a damage 
boost for each striker. 

Power Selection 

Choosing powers for a commanding avenger can 
be pretty simple. Your avenger receives the most 
benefit out of powers that are specifically designed 
for the build (those that feature a Censure of Unity 
rider effect), but you might want to consider other 
general categories of powers. Any power that allows 
you to maneuver an enemy into a more advantageous 
position, whether through teleportation or forced 
movement, means that you have a better chance of 


moving the enemy close to your allies and gaining 
your damage boost. 

The other type of power you should look for is a 
power that provides a bonus to your allies against 
your target, or those that penalize your opponent’s 
defenses (such as lethal intercession in Divine Power, 
page 15). Since your allies are already going to be 
adjacent to your enemy (under optimal circum¬ 
stances), chances are they are attacking your target, 
and these powers can boost their effectiveness. 


COMMANDING AVENGER 
EE ATS 

A commanding avenger should take feats that 
help boost melee damage output, but you should 
also consider taking a pair of other feats. Divine 
Distraction (Divine Power, page 131) grants a 
bonus to your allies’ damage against your oath 
of enmity target when you are adjacent to the 
enemy. The other is a paragon tier feat, Vexing 
Flanker ( Player’s Handbook 2, page 193), which 
causes enemies you flank to grant combat 
advantage to your allies. Both of these feats 
benefit not only your allies in melee combat, 
but also your ranged attackers, meaning you 
provide accuracy and damage boosts to your 
entire party. 


Isolating Avenger 

“Your friends cannot save you. Repent now, for in moments 
I will speed you on to your afterlife.” 

-Lirra Moonglow, avenger of Sehanine 

An isolating avenger is similar to a commanding 
avenger in many ways. However, whereas the com¬ 


manding avenger wants to push enemies close to his 
or her allies, the isolating avenger tries to deter other 
enemies from interfering in his or her attacks. The 
isolating avenger doesn’t mind being near multiple 
enemies, since the Censure of Retribution class fea¬ 
ture can provide extra damage when you hit your 
oath of enmity target. Like all avengers, the isolating 
avenger wants to keep other enemies away to benefit 
from oath of enmity, but the isolating avenger has one 
of the best deterrents. 

An isolating avenger doesn’t have an inherent way 
of keeping enemies from escaping, so much of his or 
her ability to isolate an enemy comes from powers 
that reposition the opponent plus the natural barri¬ 
ers found on the battlefield, such as walls, difficult 
terrain, and so on. Since the isolating avenger doesn’t 
need to worry about being attacked by multiple ene¬ 
mies as much, he or she probably wants to try to pin 
enemies against walls and other blocking terrain and 
let other enemies boost his or her damage if they try 
to pry him or her off of an oath of enmity target. 


Power Selection 

As mentioned above, the isolating avenger needs to 
move enemies into a position from which they have 
difficulty escaping. Powers that teleport are best at 
this, but powers that slide provide the kind of posi¬ 
tioning needed to pin enemies. Additionally, any 
powers that punish an enemy for moving away are 
a good way to make up for the lack of a class feature 
that allows the isolating avenger to follow his or her 

Additionally, the isolating avenger should consider 
taking powers (especially utility powers) that provide 
the ability to spend healing surges, true healing, and 
temporary hit points. Though the isolating avenger 


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Avenger Essentials.- Divine Retribution 


gains a damage boost when hit by other enemies 
(something the avenger might invite if only to take 
down his or her oath of enmity target more quickly), 
eventually all those attacks take their toll. Late in the 
fight, leaders might be out of healing abilities, and the 
avenger might have to ensure that he or she can stay 
up after taking an encounter’s worth of damage from 
multiple enemies. 

TELEPORTATION 

Powers that teleport are extremely beneficial for 
any avenger. Not only does the teleportation ele¬ 
ment put the avenger in a position from which 
he or she can use the oath of enmity benefit every 
round, some powers teleport both the avenger 
and his or her target. However, you have a lot of 
other ways to gain the ability to teleport beyond 
avenger powers. Magic items such as the robe of 
contingency ( Adventurer’s Vault, page 49) can be 
of great help, because they provide not only the 
ability to move into a better position but also 
give avengers some much-needed healing if they 
have taken a lot of damage. Although shifting is 
good, teleportation is the absolute best way for 
an avenger to ensure that he or she is gaining 
the benefit of oath of enmity and doing his or her 
job as a striker. 

Pursuing Avenger 

“Escape is not an option, my friend. Wherever you go, I will 
be but one step behind you. Run to the ends of the world if 
you must, and I will be there haunting your footsteps. Hide 
in the depths of the earth, and I will be waiting with the 
torch. No one can escape the eyes of the gods.’’ 

-Vargas, the White Assassin 


The pursuing avenger has the benefit of being the 
hardest build from which to escape. A pursuing 
avenger wants to pull enemies aside, daring them 
to try to flee and stacking up damage on those who 
attempt it. The pursuing avenger also has a lot of ways 
(thanks to his or her powers) of getting a target alone 
and keeping them there. 

For the most part, the pursuing avenger wants to 
try to move enemies away from the fray, because he 
or she has no deterrents against an enemy’s attack, 
and this build gains no real benefit from pushing an 
enemy into allies (other than the obvious result of 
focusing multiple ally’s attacks on that target). You 
can use the physical space between your avenger 
and the rest of his or her enemies as a buffer, and 
when possible pull enemies back behind the party’s 
defender so that the defender acts as a wall between 
him or her and other enemies. When an enemy does 
flee, the pursuing avenger should have some powers 
handy to move to this oath of enmity target quickly to 
take advantage of the damage boost from Censure of 
Pursuit. 

Power Selection 

The Censure of Pursuit riders on a lot of powers are 
the best indicators of powers that serve this build 
best. Powers such as sequestering strike include not 
only teleports for you and your oath of enmity target, 
but an increasingly long-range teleport based on a 
secondary ability score, which makes getting your 
enemies alone for some one-on-one time all that 
much easier. Powers that include a kind of movement 
in them are great for the pursuing avenger, and they 
enable the avenger to take advantage of the damage 
boost provided by Censure of Pursuit even while 
dazed or slowed. 


A pursuing avenger also wants to look for powers 
that punish enemies for moving away directly. For 
example, the bond of foresight power (Player’s Hand 
book 2, page 37) punishes an enemy for moving 
away by letting you make an opportunity attack no 
matter how the enemy goes about it. Pursuing aveng¬ 
ers should also consider taking the Melee Training 
(Wisdom) feat (Player’s Handbook 2, page 187) so that 
they have a better chance of punishing their enemies 
as they move away, with more accurate opportunity 
attacks rather than having to wait until the following 


The best ability scores for avengers affect not only 
their attacks and riders, but also fit well with useful 


After you choose the ability scores most closely 
associated with your build, you might want to assign 
your remaining scores to fit in with the themes of 
your deity. You can look at the skills listed in the 
“Your Deity and You” section of Divine Power (page 
124) and choose scores that match those skills. 


Above all, Wisdom is going to be the most impor¬ 
tant skill for the avenger. It governs attack rolls and 
damage bonuses, and important skills such as Percep¬ 
tion (no avenger likes to be caught unaware). Once 
again, the avenger’s increased accuracy due to oath of 
enmity somewhat mitigates the need for maxing out 
your Wisdom score, giving you the option to have a 
slightly lower Wisdom score and then offsetting that 
with Weapon Expertise. 



skills. 


Wisdom 


ABILITIES 






Avenger Essentials.- Divine Retribution 


Dexterity 

If you choose the Censure of Pursuit class feature, 
Dexterity is your second most important ability score, 
behind Wisdom. Your Dexterity bonus determines 
the bonus damage you deal when an enemy moves 
away from you, and it governs skills such as Acrobat¬ 
ics and Stealth that can be beneficial for an avenger. 
Additionally, Dexterity can help boost your AC and 
Reflex, protecting you from attacks while you are 
engaged in melee combat without requiring you to 
wear any armor other than cloth. 

Intelligence 

For the commanding and isolating avenger, Intelli¬ 
gence can act as an important secondary ability score. 
Censure of Retribution directly ties its bonus damage 
to Intelligence, though the commanding avenger uses 
Intelligence only in power riders. Like Dexterity, a 
high Intelligence can boost your AC and Reflex and 
protect you from harm, and it also unlocks interesting 
multiclass combinations (described below). 


MONK MULT1CLASS1NG 

The monk makes a great choice for the pursuing 
avenger looking to multiclass. Not only are monk 
attack powers based on Dexterity (of which the 
pursuing avenger should have a decent score), 
but one of the monk’s builds has Wisdom as a 
secondary ability score, which matches up with 
the avenger’s primary ability score. Since many 
monk powers also include a mobility element 
to them, they might make a nice choice for an 
avenger looking to add a bit of spice to his or her 
power selection. 

SWORDMAGE 

MULT1CLASS1NG 

The swordmage is a natural fit for the avenger 
with a decent Intelligence who is looking to 
multiclass. Not only is it an Intelligence primary 
class that uses a weapon for many of its attacks, 
the swordmage’s powers include a number of 
control effects (such as immobilization or forced 
movement) and teleport effects, both of which 
are great additions to the swordmage’s arsenal. 


WIZARD MULT1CLASS1NG 

Like the swordmage, the wizard is a good choice 
for multiclassing as an Intelligence secondary 
avenger thanks to its primary ability score. 
However, one of the best aspects of multiclass¬ 
ing into wizard is that the wizard has a large 
number of utility powers that are good choices 
for the avenger, like invisibility and dimension 
door. Not Only does the teleportation element 
put the avenger in a position from which he or 
she can use the oath of enmity benefit every 
round, some powers teleport both the avenger 
and his or her target. However, you have a lot of 
other ways to gain the ability to teleport beyond 
avenger powers. Magic items such as the robe of 
contingency ( Adventurer’s Vault, page 49) can be 
of great help, because they provide not only the 
ability to move into a better position but also 
give avengers some much-needed healing if they 
have taken a lot of damage. Although shifting is 
good, teleportation is the absolute best way for 
an avenger to ensure that he or she is gaining 
the benefit of oath of enmity and doing his or her 
job as a striker. 


RACE 


Races with a Wisdom bonus are all very suitable for 
avengers. Depending on your chosen build, a variety 
of other races with Intelligence or Dexterity bonuses 
work moderately well. The following table offers a few 
suggestions on the best races for the various avenger 
builds. You also should take into account the race’s 
powers and other benefits when choosing a race, as 
well as the general idea behind your character and 
the conceits of the campaign you are joining. 


1 Avenger Build 

Best Races 1 

Commanding/lsolating 

Changeling, Deva*, Dwarf, Eladrin, Genasi, Githzerai, Gnome, Human, Shadar-Kai, Shifter, 
Tiefling, Wilden 

Pursuing 

Changeling, Deva, Drow, Dwarf, Eladrin, Elf*, Githzerai*, Half-Ore, Halfling, Human, 

Revenant, Shadar-Kai, Shifter*, Wilden 


* Matches both primary and secondary ability score 


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Avenger Essentials.- Divine Retribution 


DOMAINS 


Introduced in Divine Power, domains alter at-will 
prayers and give more Channel Divinity options. 
These options have several factors to process: the 
deity you worship, the Channel Divinity power, and 
the powers the domain alters. If you need a decent 
starting place (beyond the roleplaying options you 
receive from the domain), search the domain feats for 
at-wills you’ve chosen. Here’s a quick reference list. 

VERSATILE MASTER 

Though the half-elf isn’t an optimal race for 
avengers, their ability to pick up an at-will power 
from another class (first as an encounter power, 
then as an at-will with the Versatile Master 
feat from Player’s Handbook 2) can make them 
a tempting race for avengers. An avenger with 
thunder wave as an at-will (particularly an Intel¬ 
ligence secondary build avenger) can approach 
a group of enemies, blast all but his or her oath 
of enmity target back a great distance, and then 
start wailing on the oath of enmity target. This 
example shows a good combination made better 
by the half-elf race. 


Of course, you don’t have to take all the options from 
a domain or constrain yourself to only one. For exam¬ 
ple, you might take the Power of Vengeance domain 
feat (Divine Power, page 122) from the vengeance 
domain, and then take the Death Knell divinity feat 
(DivinePower, page 111) from the death domain. 


Bond of censure * Destruction, justice, luck, moon, sea, tyranny, undeath, winter 


Bond of retribution 

Fate, strife 

Leading strike 

Civilization, freedom, hope, knowledge, protection 


Overwhelming Strike Change, earth, madness, poison, skill, storm, strength, torment, trickery, wilderness 
Radiant vengeance Arcana, creation, death, life, love, sun, vengeance 

‘This power appears in Divine Power. 


AVENGER FEATS 


Heroic Tier Feats 

Avenging Resolution 

Prerequisites: Avenger, oath of enmity power 
Benefit: When you attack a target of your oath of 
enmity with a weapon attack, treat all rolls of a 1 or 2 
on the damage dice as though the result were a 3 on 
the die. 

Distant Vengeance 

Prerequisites: Avenger, oath of enmity power 
Benefit: As long as you are within 10 squares of 
your oath of enmity target and no other enemies are 
adjacent to you, you gain the benefit of your oath of 
enmity on all ranged basic attacks against your oath of 
enmity target. 

Oath oe Urgency 

Prerequisites: Avenger, Channel Divinity class 
feature, oath of enmity power 

Benefit: You gain the Channel Divinity power 
oath of urgency. 


1 Channel Divinity: 

Feat Power 1 

| Oath of Urgency 

___ 


You utter a prayer of need, calling upon your god to bring 
swift vengeance upon a new foe. 

Encounter ♦ Divine 
Minor Action Personal 

Effect: The current target of your oath of enmity is no longer the 
target of that power. You regain your oath of enmity power 
and use it as a free action immediately. 

Unyielding Pursuit 

Prerequisites: Avenger 
Benefit: If you end a run action adjacent to a 
target of your oath of enmity, you take no penalty on 
attack rolls against your oath of enmity target from that 
run action. 

Paragon Tier Feats 

Arbiter oe Justice 

Prerequisites: 11th level, avenger, oath of enmity 
power 

Benefit: You deal +2 damage against bloodied 
targets. Additionally, whenever an ally bloodies or 
reduces your oath of enmity target to 0 hit points, you 
may act as though you had bloodied or reduced the 
target to 0 hit points. 


December 2009 | DRAGON 382 












Exposing Oath 

Prerequisites: 11th level, avenger, oath of enmity 
power 

Benefit: While a creature is your oath of enmity 
target, your attacks ignore any resist radiant or resist 
necrotic the target has. 

Halo of Isolation 

Prerequisites: 11th level, avenger, oath of enmity 
power 

Benefit: While adjacent to your oath of enmity 
target, all other enemies treat squares adjacent to you 
as difficult terrain. 

Painful Oath 

Prerequisites: 11th level, avenger, oath of enmity 
power 

Benefit: The first time you hit your oath of enmity 
target each turn, you deal extra radiant and necrotic 
damage equal to your Wisdom modifier. 

Epic Tier Feats 

Halo of Tethering 

Prerequisites: 21st level, avenger, oath of enmity 
power 

Benefit: When an oath of enmity target that is adja¬ 
cent to you shifts, you can shift 1 square into a square 
it vacated. 

Halo of Warding 

Prerequisites: 21st level, avenger, oath of enmity 
power 


Avenger Essentials.- Divine Retribution 



HEROIC TIER FEATS ^ 


Avenger Feat 

Prerequisites 

Benefit 1 

Avenging Resolution 

Avenger, oath of enmity 

Treat damage dice results of 1 or 2 as a result of 3 

Distant Vengeance 

Avenger, oath of enmity 

Gain oath of enmity benefit with ranged basic attacks 

Oath of Urgency 

Avenger, Channel Divinity, oath of enmity 

Change the target of your oath of enmity 

Unyielding Pursuit 

Avenger 

Negate penalties of run action against oath target 

PARAGON TIER FEATS 

Avenger Feat 

Prerequisites 

Benefit 1 

Arbiter of Justice 

11th level, avenger, oath of enmity 

+2 damage against bloodied creatures and gain 
benefits if any oath target is bloodied or killed 

Exposing Oath 

11th level, avenger, oath of enmity 

Ignore resist radiant or resist necrotic of your 
oath target 

Halo of Isolation 

11th level, avenger, oath of enmity 

Squares adjacent to you can become difficult terrain 

Painful Oath 

11th level, avenger, oath of enmity 

Deal extra radiant and necrotic damage to 
oath target 

EPIC TIER FEATS 

Avenger Feat 

Prerequisites 

Benefit 1 

Halo of Tethering 

21st level, avenger, oath of enmity 

Shift into square oath target shifted out of 

Halo of Warding 

21st level, avenger, oath of enmity 

Make opportunity attack against non-oath enemies 
that move next to you 

Hand of Divine Guidance 21st level, avenger, oath of enmity 

Score crits on 19-20 against oath target 

Vengeful Declaration 

21st level, avenger, oath of enmity 

Use oath of enmity as free action on your turn 


Benefit: While you are adjacent to your oath of 
enmity target, you can make an opportunity attack 
against any other enemy that moves into a square 
adjacent to you, provided the enemy does not shift 
or is not moved into that square by teleportation or 
forced movement. 

Hand of Divine Guidance 

Prerequisites: 21st level, avenger, oath of enmity 
power 

Benefit: You score critical hits on a roll of 19-20 
against your oath of enmity target. 


Vengeful Declaration 

Prerequisites: 21st level, avenger, oath of enmity 
power 

Benefit: You can use oath of enmity as a free action 
on your turn. 


About the Author 

Rodney Thompson is a game designer at Wizards of the 
Coast. His previous design credits include the Star Wars ® 
Roleplaying Game Saga Edition, the Clone Wars Campaign 
Guide supplement, and the Scum and Villainy supplement. 


December 2009 | DRAGON 382 














Class Acts.- 

Avenger 

Level 1 At-Will Prayers 



Your prayers call for your enemy to stumble before you, and 
your enemy is bathed in radiant light that sears like fire. 


At-Will ♦ Divine, Implement, Radiant 
Standard Action Ranged 5 

Target: One creature 
Attack: Wisdom vs. Will 

Hit: 1 d8 + Wisdom modifier radiant damage. If the target is 
your oath of enmity target, the target is also slowed until 
the end of your next turn. 

Level 21: 2d8 + Wisdom modifier damage. 

Special: You can use this power as a ranged basic attack. 


Prayers 

By Rodney Thompson 

Illustration by Patrick McEvoy 


Level 1 Encounter Prayers 



You refuse to let your enemies escape you, scorching a brand 
uponyour sworn foe that is drawn to the power of your oath. 

Encounter ♦ Divine, Implement, Radiant 
Standard Action Ranged 5 

Target: One creature 

Effect: If the target is your oath of enmity target, you can roll 
twice on this attack and use either result. 

Attack: Wisdom vs. Reflex 

Hit: 2d8 + Wisdom modifier radiant damage, and the target is 
slowed until the end of your next turn. 


TM & © 2009 Wizards of the Coast LLC. All rights reserved. 


Avengers can sometimes encounter difficulties in 
attacking the targets of their oath of enmity. In some 
cases, their oath of enmity target flees or is otherwise 
removed from the battlefield, making it impossible 
to continue attacking them, while in other cases the 
avenger is adjacent to multiple enemies. The follow¬ 
ing powers are designed to help avengers continue 
to take advantage of their oath of enmity even under 
circumstances where they would not normally be able 
to do so. 

Level 1 Daily Prayers 


Steelsworn Oath Avenger Attack 1 


As you swing your weapon at your enemy, you infuse the attack 
with the power of divine retribution, and the power lingers on 
your foe. 

Daily ♦ Divine, Weapon 

Standard Action Melee weapon 

Target: One creature 

Effect: Before the attack, the target becomes the target of your 
oath of enmity, replacing your current oath of enmity target if 
you have one. 

Attack: Wisdom vs. AC 

Hit: 3[W] + Wisdom modifier damage. 

Miss: Half damage. 


December 2009 | DRAGON 382 










Class Acts.- Avenger Prayers 


Level 3 Encounter Prayers 


Level 7 Encounter Prayers 


Level 13 Encounter Prayers 


tmm 


Avenger Attack 3 


You perform miracles and walk through the air to ensure that 
your enemy does not escape your vengeance. 


Encounter ♦ Divine, Teleportation, Weapon 
Immediate Reaction Melee weapon 

Trigger: Your oath of enmity target ends its turn within 5 
squares of you but is not adjacent to you 
Censure of Pursuit: The triggering enemy must be within 
10 squares of you instead of 5. 

Target: The triggering enemy 

Effect: Before the attack, you teleport to a square adjacent to 
the target. 

Attack: Wisdom vs. AC 

Hit: 1 [W] + Wisdom modifier damage. 



You force away the chaff that is your enemy’s allies with 
divine energy, leaving no one to interfere with your pursuit of 
vengeance. 

Encounter ♦ Divine, Weapon 
Standard Action Melee weapon 

Effect: Before making this attack, you push each enemy 
adjacent to you other than your oath of enmity target 3 
squares, but not into a square that causes the creature to 
make a saving throw or take damage or another negative 
effect. 

Target: Your oath of enmity target 

Attack: Wisdom vs. AC 

Hit: 2[W] + Wisdom modifier damage. 


You bind your enemy’s spirit in a pact with the forces of death, 
promising to send it to the afterlife one way or another. 

Encounter ♦ Divine, Implement, Necrotic 
Standard Action Ranged 5 

Target: One creature 

Effect: If the target is your oath of enmity target, you can roll 
twice on this attack and use either result. 

Attack: Wisdom vs. Will 

Hit: 3d8 + Wisdom modifier necrotic damage, and until the 
end of your next turn the target takes 5 necrotic damage 
for each square it moves. 


Level 15 Daily Prayers 


Level 5 Daily Prayers 



Your oath binds itself to your foe, serving as a reproach that 
calls out for divine retribution. 

Daily ♦ Divine, Implement, Radiant 
Standard Action Ranged 5 

Target: Your oath of enmity target 
Attack: Wisdom vs. Will 

Hit: 3d8 + Wisdom modifier radiant damage, and the target 
takes a -2 penalty to all defenses against divine attack 
powers (save ends). 

Miss: Half damage and the target takes a -2 penalty to all 
defenses against divine attack powers until the end of your 

Effect: Until the end of the encounter, when you use an 

avenger implement attack power against the target of your 
oath of enmity, you can benefit from your oath of enmity as 
though you were making a melee attack and the target 
were adjacent to you. 


Level 9 Daily Prayers 

You guarantee that none who approach you can get in the way 
of your sworn oath. 

Daily ♦ Divine, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Wisdom vs. AC 

Hit: 3[W] + Wisdom modifier damage. 

Miss: Half damage. 

Effect: Until the end of the encounter, when any enemy that 
is not your oath of enmity target ends its turn adjacent to 
you, you can push that enemy 3 squares as a free action. 

In addition, if the target of your oath of enmity ends its turn 
adjacent to you, it is slowed until the end of its next turn. 



Your enmity knows no limits, and as you strike your foe you 
focus your vengeance upon it. 

Daily ♦ Divine, Weapon 

Standard Action Melee weapon 

Target: One creature 

Effect: Before the attack, the target becomes the target of your 
oath of enmity. If this causes you to have more than one 
oath of enmity target, you do not regain the use of your oath 
of enmity power until all your oath of enmity targets drop to 
0 hit points, or until the end of the encounter. 

Attack: Wisdom vs. AC 

Hit: 4[W] + Wisdom modifier damage. 

Miss: Half damage. 


December 2009 | DRAGON 382 


















Level 17 Encounter Prayers 



You let nothing stand in the way of reaching your enemies, 
especially when they threaten your allies. 


Encounter ♦ Divine, Teleportation, Weapon 
Standard Action Melee Weapon 

Effect: Before making this attack, shift up to your speed +2. 
Censure of Unity: If your oath of enmity target is within 10 
squares of you and adjacent to one of your allies, teleport 
into any unoccupied square adjacent to the target instead 
of shifting. 

Target: Your oath of enmity target 

Attack: Wisdom vs. AC 

Hit: 3[W] + Wisdom modifier damage. 


Level 19 Daily Prayers 



You draw upon the radiant energy of your deity, infusingyour 
sworn oaths with power that sears your enemy and draws it 
into your attack. 

Daily ♦ Divine, Implement, Radiant 
Standard Action Ranged S 

Target: Your oath of enmity target 
Attack: Wisdom vs. Reflex 

Hit: 5d8 + Wisdom modifier radiant damage, and you pull the 
target 5 squares to a square adjacent to you. 

Miss: Half damage and you pull the target 2 squares. 

Effect: Until the end of the encounter, when you use an aveng¬ 
er implement attack power against your oath of enmity 
target, you can benefit from your oath of enmity as though 
you were making a melee attack and the target were adja- 


Level 23 Encounter Prayers 


Sacred Arena Avenger Attack 23 


You banish your enemies from your presence, keeping behind 
only the target of your sacred enmity 

Encounter ♦ Divine, Teleportation, Weapon 
Standard Action Melee weapon 

Effect: Before making this attack, you can teleport each enemy 
adjacent to you other than your oath of enmity target 5 
squares to a square not adjacent to you, and not to a square 
that causes the creature to make a saving throw or take 
damage or another negative effect. 

Target: Your oath of enmity target 

Attack: Wisdom vs. AC 

Hit: 4[W] + Wisdom modifier damage. 


Level 25 Daily Prayers 



You manifest wings of pure divine power, which draw you ever 
closer to those you have sworn to defeat. 

Daily ♦ Divine, Weapon 

Standard Action Melee weapon 

Effect: Before making this attack, you can fly up to your speed. 

Target: One creature 

Attack: Wisdom vs. AC 

Hit: 5[W] + Wisdom modifier damage. 

Miss: Half damage. 

Effect: Until the end of the encounter, on any of your turns that 
you start without your oath of enmity target adjacent to you, 
you can use the following action: 

Move Action Personal 

Effect: Fly up to your speed to a square adjacent to your oath 
of enmity target, and your oath of enmity target grants you 
combat advantage until the end of your next turn. 


Class Acts.- Avenger Prayers 


Level 27 Encounter Prayers 


Covenant of Repentance Avenger Attack 27 


You demand penitence from those who have flouted the will of 
your god, and you harm those who refuse to repent. 

Encounter ♦ Divine, Implement, Necrotic 
Standard Action Ranged 5 

Target: One creature 

Effect: If the target is your oath of enmity target, you can roll 
twice on this attack and use either result. 

Attack: Wisdom vs. Will 

Hit: 3d8 + Wisdom modifier necrotic damage, and you knock 
the target prone. If the target is not prone at the end of its 
next turn, it takes 10 extra necrotic damage. 


Level 29 Daily Prayers 


ESEEE3 


Avenger Attack 29 


You utter an oath sworn so deeply that the words of your 
prayer are seared into the very fabric of your enemy’s spirit. 


Daily ♦ Divine, Weapon 

Standard Action Melee weapon 

Target: One creature 

Effect: Before the attack, the target becomes the target of your 
oath of enmity. If this causes you to have more than one 
oath of enmity target, you do not regain the use of your oath 
of enmity power until all your oath of enmity targets drop to 
0 hit points, or until the end of the encounter. 

Attack: Wisdom vs. AC 

Hit: 6[W] + Wisdom modifier damage. 

Miss: Half damage + 5 damage. 


About the Author 

Rodney Thompson is a developer and designer at Wiz¬ 
ards of the Coast. His previous design credits include the 
Star Wars® Roleplaying Game Saga Edition, the Clone Wars 
CampaignGuide supplement, and the Scum and Villainy 
supplement. 


December 2009 | DRAGON 382 

















Class Acts.- 

By Stephen Radney-MacFarland 

Illustration by David Rapoza 

The School of Twenty Blades is a small, unassuming 
building nestled on the edge of the civilized world. 
Most passersby mistake it for a private residence or 
the workshop. The old man who sits on the building’s 
front stoop looks unassuming. Few would guess that 
he is Crelden Varn, one of the greatest living weapon 
masters. 

Crelden has taught dozens of young warriors the 
art of battle. His ethos is simple. A warrior who relies 
too heavily on a single weapon is doomed to eventu¬ 
ally match his technique against a foe who can exploit 
his style’s weakness. No single school of martial arts 
is perfect. Thus, he seeks to teach his students a broad 
range of tactics. He encourages them to carry several 
weapons and use the right one based on the situation. 

Crelden’s teachings form the basis of the most flex¬ 
ible approach to the fighting arts. His students learn 
a variety of stances to react to an enemy’s tactics. 

They incorporate ranged weapons into their strategy, 
engaging an enemy from a distance before closing to 
attack. They turn a shield into an offensive weapon, 
sending an enemy’s attacks careening into their other 
foes. Most importantly, they learn simple attack tech¬ 
niques that, when matched with different weapons, 
produce wildly different results. A fighter who studies 
the School of Twenty Blades is unmatched in his abil¬ 
ity to react to his foe’s tactics. 


Fighter 


Heroic Tier Feats 

Weapon Master 

Prerequisite: Weapon Focus, Weapon Expertise 
Benefit: You gain the benefits of Weapon Focus 
and Weapon Expertise with all weapons you are 
proficient with. 


Level 1 At-Will Exploits 


Resolute Shield Fighter Attack 1 


As you slosh into your foe, you pull your shield into a defen¬ 
sive position between the two of you, guaranteeing that it 
absorbs at least some of your enemy’s attack. 

At-Will ♦ Martial, Weapon 
Standard Action Melee weapon 

Requirement: You must be using a shield 
Target: One creature 
Attack: Strength vs. AC 

Flit: 1 [W] + Strength modifier damage, and you gain resist 
equal to your Constitution modifier against the target’s 
attacks until the end of your next turn. 

Increase damage to 2[W] + your Strength modifier at 21st 


December 2009 | DRAGON 382 





Class Acts.- Fighter 


MANAGING MULTIPLE 
STANCES 


This article introduces a number of stances that 
you can use each encounter. A good way to track 
your stances is to either print power cards for 
them or note each on an index card. Arrange 
them in a stack, with your current stance face up. 
When you swap stances, simply put your new 
stance on top and put the other at the bottom 
of the stack. 


Weapon Master’s Strike Fighter Attack 1 


You shift your tactics to match your weapon’s strengths, maxi¬ 
mizing its advantages to gain an edge against your foe. 

At-Will ♦ Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Effect: Before making this attack, you may sheathe a weapon 
and draw a different one as a free action. 

Attack: Strength vs. AC 

Hit: 1 [W] + Strength modifier damage. In addition, the target 
takes an additional effect based on the weapon you wield. 

Axe: The target takes extra damage equal to your Constitu¬ 
tion modifier. 

Mace: You slide the target 1 square. 

Heavy Blade: Until the end of your next turn, you gain a +1 
power bonus to AC against the target’s attacks. 

Spear or Polearm: Until the end of your next turn, the target 
provokes opportunity attacks from you when it shifts 


Level 2 Utility Exploits 


Battle Fury Stance_ Fighter Utility 2 


You throw your full weight into each attack, ruining your de¬ 
fenses but scoring a crippling blow with each strike. 

Encounter ♦ Martial, Stance 
Minor Action Personal 

Effect: You gain a +2 power bonus to damage rolls with 
weapon attacks but suffer a -2 penalty to AC. The bonus 
damage from this stance increase to +4 at 11 th level and 
+6 at 21st level. 

Special: This stance ends when you spend a healing surge. You 
can end this stance as a free action during your turn but not 
on the same turn that you activated it. 

Level 3 Encounter 
Exploits 


MMBHimiMM 


As you hammer your foe with an attack, you move your shield 
to deflect its counterattack. 


Encounter ♦ Martial, Weapon 
Standard Action Melee weapon 

Requirement: You must be using a shield 
Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage. The next time the 
target attacks you before the end of your next turn, one 
other enemy adjacent to you suffers damage equal to your 
Strength modifier. 


Level 6 Utility Exploits 


■j.i.mi.umuj 


You stand poised, ready to block attacks made against your 
allies with your shield or, failing that, your body. 


Encounter ♦ Martial, Stance 

Minor Action Personal 

Effect: Whenever an ally adjacent to you takes damage, as a 
free action, reduce that damage by 5. You must use this 
ability anytime you are able. When you do so, you take 5 
damage, which cannot be reduce of redirected in anyway. 

Special: You can end this stance as a free action during your 


Level 7 Encounter 
Exploits 

As a master of many weapons, you use this simple attack form 

as the starting point for expressing your weapon’s nature. 

Encounter ♦ Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Effect: Before making this attack, you may sheathe a weapon 
and draw a different one as a free action. 

Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage. In addition, the target 
takes an additional effect based on the weapon you wield. 

Axe: Up to 2 creatures adjacent to the target take damage 
equal to your Constitution modifier. 

Mace: The target is knocked prone. 

Heavy Blade: You gain combat advantage against the target 
until the end of your next turn. 

Spear or Polearm: You slide the target 2 squares and shift 2 
squares to a square adjacent to the target. 


December 2009 | DRAGON 382 














Class Acts.- Fighter 


Level 10 Utility Exploits Level 16 Utility Exploits 


Martial Redoubt Fighter Utility 10 


You sink into a broad fighting stance, whirling your weapon in 
an arc that disrupts your foe’s line of sight and allows you to 
knock aside your enemy’s attacks. While you protect your foes, 
this stance forces you to compromise your own defenses. 

Encounter ♦ Martial, Stance 
Minor Action Personal 

Effect: Until the stance ends, your allies have cover when adja¬ 
cent to you. Your enemies gain combat advantage against 

Special: You can end this stance as a free action during your 


Level 13 Encounter Exploits 



You tangle your shield with your foe as you lunge to attack. 
While it struggles to escape, you use your shield to deflect at¬ 
tacks against you into it. 

Encounter ♦ Martial, Weapon 
Standard Action Melee weapon 

Requirement: You must be using a shield 
Target: One creature 
Attack: Strength vs. AC 

Hit: 3[W] + Strength modifier damage. Until the end of your 
next turn, each time you are attacked the target suffers 
damage equal to your Strength modifier if it is adjacent to 
you. This benefit does not apply to attacks that target both 
you and your target. 



You twist and move in your current space, your shield held 
ready, as you prepare to block your foe’s attacks. 


Encounter ♦ Martial, Stance 
Move Action Personal 
Requirement: You must be using a shield 
Effect: You gain a +2 power bonus to all defenses and are im¬ 
mune to forced movement. 

Special: This stance ends if you move during your turn. You can 
end this stance as a free action during your turn. 

Level 17 Encounter Exploits 


Weapon Master’s Tactics Fighter Attack 17 


You shift to a new weapon, catching your enemy offguard as 
your tactics make a dramatic transformation. 

Encounter ♦ Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Effect: Before making this attack, you may sheathe a weapon 
and draw a different one as a free action. 

Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage. 

Axe: All enemies adjacent to you and the target take damage 
equal to 5 + your Constitution modifier. 

Mace: The target is dazed until the end of your next turn. 

Heavy Blade: The target’s attack penalty due to your mark 
increases to -4 until the end of your next turn. 

Spear or Polearm: You slide the target to any other square 
adjacent to you. 


Level 22 Utility Exploits 


Martial Supremacy Fighter Utility 22 


Your fighting expertise and experience allow you to use your 
most familiar attacks with unmatched accuracy. 

Encounter ♦ Martial, Stance 
Minor Action Personal 

Effect: Until the stance ends, whenever you use a fighter at-will 
attack power or basic attack that has the weapon keyword, 
you may reroll the attack roll. Use the second roll, even if 
it’s lower. 

Special: This stance ends if you spend a healing surge. You can 
end this stance as a free action during your turn. 


Level 23 Encounter Exploits 



You hack into your foe, leaving it defenseless for a critical mo¬ 
ment. As another foe closes to attack, you ready your shield to 
deflect the attack into your target. 


Encounter ♦ Martial, Weapon 
Standard Action Melee weapon 

Requirement: You must be using a shield 
Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage and the target is dazed 
until the end of your next turn. The next time an attack hits 
you before the end of your next turn, the target is also hit 
by that attack if it is adjacent to you. This benefit does not 
apply to attacks that target both you and your target. 


About the Author 

Stephen Radney-MacFarland is the Lead Designer for the 
Dungeons & Dragons® roleplaying game. His recent credits 
include HI: Keep on the Shadow/ell™ and Player's Handbook® 2. 


December 2009 | DRAGON 382 












By Robert J. Schwalb 

Illustrations by Patrick McEvoy 



Class Acts.* Warlock 

Secrets of the Blackest Night 


Warlocks are dangerous. Entering a pact is no 
common event. The entity often requires something 
in exchange. What a warlock offers varies from 
individual to individual, but the idea that the war- 
lock would offer something precious enough to gain 
vast power, no matter how just the cause, suggests a 
willingness to do anything to obtain goals. If a war- 
lock can be tempted to offer up his or her soul for a 
few spells, what else might that warlock do for even 
greater power? 


The Daughters of Blackest Night exemplify the 
peril all warlocks face when dabbling with occult 
entities. The coven formed and vanished centuries 
ago, first appearing in the world when the black 
witch Eraea assembled likeminded arcanists to join 
her efforts to dislodge Asmodeus as the Nine Hells’ 
ruler. She forged a pact with Glasya, daughter of 
Asmodeus, but she entered the agreement to exploit 
the infernal power offered and demonstrated no 
particular loyalty to her mistress. Her grudge against 


Asmodeus was not prompted by her mistress, but 
rather it came from Eraea’s own desire for power 
as well as her wish to strike at the gods whom she 
despised. 

Eraea’s mad designs won her many enemies and 
eventually Asmodeus’s inquisitors cornered the coven 
and burned them alive, but the mark this warlock left 
upon the world lingers still in the wicked spells she 
designed and the ambition she once held. 


mber 2009 | DRAGON 382 



TM & © 2009 1 


ards of the Coast LLC. All rights reserved. 


Decer 



Class Acts.- Warlock 


The Blasphemous Tibram 

Eraea’s coven took the name Daughters of Blackest 
Night to suggest they stood as far from the shining 
gods as they could. They performed many terrible 
deeds during their time, but their most heinous 
accomplishment was authoring the Blasphemous 
Lexicon, a book filled with records of the Daughters’ 
pacts with Glasya, how others might make such pacts, 
and the powers and dark rituals one can gain from 
so doing. The book survived the purge that ended the 
coven, surfacing now and then to cause trouble to 
those who examine its pages. 

Those who study the Blasphemous Libram and use 
its power risk their very souls. The book covets soul 
energy, and those who die with the tome in their pos¬ 
session find passage to the Shadowfell closed to them 
as they enter the Nine Hells to endure torments for all 
time. Enemies destroyed through spells cast through 
the tome might find similar fates. 


THE BLASPHEMOUS 
LIBRAM 

The Blasphemous Libram itself is a powerful evil 
artifact, infused with the evil wills of the Daugh¬ 
ters of Blackest Night and of many of those who 
have borne and read the book since its creation. 
The book seeks to fall into the hands of inexperi¬ 
enced warlocks whom it can more easily corrupt 
and groom to become forces of true evil. 


Level 1 Daily Spell 


POWER OF GLASYA’S 
PATRONAGE 

Accepting a gift from Glasya is dangerous, but 
infernal warlocks stand to benefit from the gift 
moreso than others. At your DM’s option, there 
might be added restrictions for gaining the feats 
and powers in this article to help preserve the 
associated story elements. 

Blasphemous Libram: Characters can acquire 
the Daughter’s Promises feat and associated 
powers only after discovering the Blasphemous 
Libram. This restriction keeps these powers both 
rare and special in your game. 

Retraining Only: Characters can gain 
powers presented in this article only by retrain¬ 
ing other powers. This restriction underscores 
the difficulty one faces when mastering these 
powers and also reflects the character’s growing 
corruption. 


New Warlock Spells 

The following new powers represent many spells 
used by the Daughters of Blackest Night, but they are 
available to any warlock with a penchant toward the 
sinister. Many offer the warlock a chance to reclaim 
and bolster their greatest powers by sacrificing a 
small amount of pain to Glasya. 


The Lash’s Bite Warlock Attack 1 


By focusing your will, you rip vital energy from your enemy 
and cause it to ache deeply at the resulting loss. 

Daily ♦ Arcane, Implement, Psychic 
Standard Action Ranged 10 

Target: One enemy 
Attack: Constitution vs. Will 

Hit: 3dl 0 + Constitution modifier psychic damage, and the 
target loses all immunities and resistances (save ends). 

Infernal Pact: The target takes a -2 penalty to the first saving 
throw against this effect. 

Miss: By choosing to take psychic damage equal to 5 + one- 
half your level, you do not expend this power and you gain 
a +4 power bonus to the attack roll with this power against 
the same target before the end of your next turn. You 
cannot reduce the damage you take in any way. 


Vile Brand Warlock Attack 1 


With only a word, you cause a distant enemy’s hide to blacken 
and form a brand that decreases your foe’s ability to strike 
against you. 

Daily ♦ Arcane, Fear, Implement, Psychic 
Standard Action Ranged 20 

Target: One enemy 
Attack: Constitution vs. Will 

Hit: 3d10 + Constitution modifier psychic damage, and the 
target and any enemy adjacent to the target takes a -2 
penalty to attack roils until the end of your next turn. 

Infernal Pact: Any enemy within 2 squares of you also takes 
a -2 penalty to attack rolls until the end of your next turn. 
Miss: By choosing to take psychic damage equal to S + one- 
half your level, you do not expend this power and you gain 
a +4 power bonus to the attack roll with this power against 
the same target before the end of your next turn. You 
cannot reduce the damage you take in any way. 


December 2009 | DRAGON 382 









Class Acts.- Warlock 


Level 2 Utility Spell 


Level 6 Utility Spell 


Level 10 Utility Spell 


1 Ruinous Phrase Warlock Utility 2 Hf: 


The words that leave your lips resonate within an object, caus¬ 
ing it to shatter. 

The injury you sustain vanishes and reappears on a nearby 
ally, and with it comes a cold anger that makes your ally a 
more dangerous combatant. 

Encounter ♦ Arcane 


nagical, 


Standard Action Close burst 10 

Target: One unattended Medium or smaller non-i 
inanimate object in burst 

Effect: If the target has hit points equal to 20 + your level or 
fewer, you destroy it. Otherwise, you deal it no damage and 
do not expend this power. 

Infernal Pact: The target is destroyed if it has hit points equal 
to 25 + your level or fewer, instead of 20. 

Level 5 Daily Spells 


Blistering Torrent 


As you utter blistering words, your foes feel a dull pain that 
crescendos into a sharp pain and leaves them unable to hear 

Daily ♦ Arcane, Implement, Necrotic 
Standard Action Close blast 3 

Target: Each creature in blast 
Attack: Constitution vs. Fortitude 

Hit: 2d10 + Constitution modifier necrotic damage, and the 
target is deafened until the end of the encounter. 
Infernal Pact: The target is also slowed (save ends). 


Hellsworn Blessing 


The words you whisper in an ally’s ear transform your com¬ 
panion into a more useful servant. 

Daily ♦ Arcane, Polymorph 

Standard Action Melee touch 

Target: One ally 

Effect: The target assumes the form of a hellsworn until the 
end of the encounter or until you dismiss the effect as a 
minor action. While in this form, the target gains darkvi- 
sion, gains a +2 power bonus to attack rolls, and deals 2d8 
extra fire damage with melee attacks. 

Infernal Pact: The target also gains resist fire equal to 5 + 
one-half your level. 


Encounter ♦ Arcane 
Immediate Interrupt Ranged 5 

Trigger: You are damaged by an attack 
Target: One ally 

Effect: The target takes the damage from the triggering attack 
instead of you. You still take any other effects from the 
attack. The target gains a +2 power bonus to attack rolls 
and a +5 power bonus to damage rolls until the end of your 

Infernal Pact: The target also gains a +2 power bonus to all 
defenses until the end of your next turn. 

Level 9 Daily Spells 


A hideous glyph burns into your enemy’s brow and a vile dark¬ 
ness spreads the curse your enemy now carries to its allies. 

Daily ♦ Arcane, Implement 

Standard Action Ranged 10 

Target: One enemy 

Attack: Constitution vs. Fortitude 

Hit: 2d1 2 + Constitution modifier damage. Until the end of 
the encounter, any enemy that starts its turn adjacent to 
the target gains your Warlock’s Curse. 

Infernal Pact: You can also slide the target a number of 
squares equal to your Intelligence modifier. 

Miss: By choosing to take psychic damage equal to 5 + one- 
half your level, you do not expend this power and you gain 
a +4 power bonus to the attack roll with this power against 
the same target before the end of your next turn. You 
cannot reduce the damage you take in any way. 


With a single swift word, you cause an ally to erupt in hellish 
flames and reappear. 

Encounter ♦ Arcane, Fire, Teleportation 
Minor Action Ranged 10 

Target: One ally 

Effect: The target takes fire damage equal to half your level and 
teleports 5 squares. 

Infernal Pact: The target gains concealment until the start of 

Level 15 Daily Spells 


Blasphemous Utterance Warlock Attack 15 


The terrible words you speak toll within the minds of those you 
wish to harm and cause them to lose some battle proficiency. 

Daily ♦ Arcane, Implement, Psychic 

Standard Action Close burst 3 

Target: Each creature in burst 

Attack: Constitution vs. Will 

Hit: 2d10 + Constitution modifier psychic damage. 

Effect: The target takes a -2 penalty to attack rolls and 
defenses (save ends). 

Infernal Pact: The target also takes vulnerable 5 psychic 
damage (save ends). 


:r 2009 | DRAGON 382 


ifso) 















Class Acts.- Warlock 


Evil Expulsion Warlock Attack 15 


You pronounce your enemy’s doom and filthy black tendrils 
erupt to curse another in your enemy’s presence. 

Daily ♦ Arcane, Implement, Psychic 
Standard Action Ranged 10 

Target: One creature 
Attack: Constitution vs. Reflex 

Hit: 4d1 0 + Constitution modifier psychic damage, and the 
target falls prone. You can place your Warlock’s Curse on 
any enemy adjacent to the target. 

Infernal Pact: You can instead place your Warlock’s Curse on 
any enemy within 3 squares of the target. 

Miss: By choosing to take psychic damage equal to 5 + one- 
half your level, you do not expend this power and you gain 
a +4 power bonus to the attack roll with this power against 
the same target before the end of your next turn. You 
cannot reduce the damage you take in any way. 


WARLOCK FEATURES 

Forming pacts with Glasya can change how your 
warlock class features look. Whenever you target 
a creature with Warlock’s Curse, all color bleeds 
from the target, leaving behind an ashen crea¬ 
ture touched by your blasphemous utterance. 
Whenever you use Shadow Walk, the gathering 
darkness seems made up from pale, flitting spir¬ 
its, cursed to languish in the Nine Hells. 


Heroic Tier Feats 

Any feat In this section is available to a character of 
any level who meets the prerequisites. 


Level 16 Utility Spells 

3 £ 

The words you speak resonant in the area, causing both you 
and those you have cursed feel wounds more deeply. 

Daily ♦ Arcane, Stance 
Minor Action Personal 

Effect: Until the stance ends, you gain vulnerable 5 to all dam¬ 
age, but your Warlock’s Curse deals 2d6 extra damage. You 
can end this stance as a minor action. 

Infernal Pact: Until the stance ends, you also slide any en¬ 
emy you hit with an attack 1 square. 

Level 19 Daily Spells 


Hellftre Eruption Warlock Attack 19 


Your foe erupts in hellish black flames that boil and writhe, 
incinerating anyone that comes too close. 

Daily ♦ Arcane, Fire, Implement 
Standard Action Ranged 10 

Target: One creature 
Attack: Constitution vs. Reflex 

Hit: 4d8 + Constitution modifier fire damage, and ongoing 10 
fire damage (save ends). While the target has this ongoing 
fire damage, any creature that starts its turn in a square 
adjacent to the target takes ongoing 5 fire damage (save 

Infernal Pact: The target also takes a -2 penalty to attack 
rolls while it has ongoing damage from this power. 

Miss: By choosing to take psychic damage equal to 5 + one- 
half your level, you do not expend this power and you gain 
a +4 power bonus to the attack roll with this power against 
the same target before the end of your next turn. You 
cannot reduce the damage you take in any way. 


Allegiance to the Daughter 

Prerequisite: Warlock, Infernal Pact 
Benefit: Whenever you reduce an enemy you 
have cursed to 0 hit points with a warlock attack, the 
enemy’s space fills with hellfire until the end of your 
next turn. Any creature that enters or starts its turn 
within the square takes fire damage equal to 5 + one- 
half your level. 


Daughter's Promises 

Prerequisite: Warlock, Infernal Pact 
Benefit: Replace your pact boon with the follow¬ 
ing: When an enemy under your Warlock’s Curse 
drops to 0 hit points, you deal fire damage equal to 5 
+ one-half your level to any enemy within 1 square of 
that enemy. You also gain temporary hit points equal 
to one-half your level. 


Vile Resona 


Warlock Utility 16 


Dark Thaumaturgy 

Prerequisite: Warlock, Daughter’s Promises feat 
Benefit: You gain a +3 bonus to all skill checks 
related to performing a ritual for each milestone you 
have achieved so far today. 


Devil's Favor 

Prerequisite: Warlock, Infernal Pact 
Benefit: Whenever you use your second wind, 
you can choose to regain no hit points to instead gain 
a +2 bonus to attack rolls, saving throws, and damage 
rolls until the end of your next turn. 


December 2009 | DRAGON 382 










Class Acts.- Warlock 


Glasya’s Rebuke 

Prerequisite: Warlock, Infernal Pact, hellish 
rebuke power 

Benefit: Each time a target takes damage from 
hellish rebuke because you took damage, one enemy 
within 5 squares of the target also takes 5 fire 
damage. 

Hellbound Heart 

Prerequisite: Warlock, Infernal Pact 
Benefit: Whenever you spend a healing surge, 
you gain resist fire equal to 5 + one-half your level 
and a +2 bonus to your next saving throw before the 
end of your next turn. If you already have fire resis¬ 
tance, you can instead increase that resistance by 5 
until the end of your next turn. 

Infernal Soul 

Prerequisite: Warlock, Infernal Pact 
Benefit: While you have temporary hit points, you 
gain resist 5 fire. If you already have fire resistance, 
add 5 to your resistance. 

Paragon Tier Feats 

Any feat in this section is available to a character of 
11th level or higher who meets the prerequisites. 


Eluting Shadows 

Prerequisite: 11th level, warlock, Warlock's 
Curse class feature. 

Benefit: Whenever you hit an enemy under your 
Warlock’s Curse with an encounter or daily warlock 
power, you can reduce the Warlock’s Curse damage 
you deal to teleport the target. You can teleport the 
target 3 squares for each die of Warlock’s Curse 
damage you give up. 

Sickening Shadows 

Prerequisite: 11th level, warlock, Shadow Walk 
class feature 

Benefit: Whenever an enemy misses you with 
a melee attack while you have concealment from 
Shadow Walk, that enemy takes necrotic damage 
equal to your Intelligence modifier. 

About the Author 

Robert J. Schwalb is an award-winning game designer 
whose more recent work can be found in Martial Power 2, 
Draconomicon 2, and Primal Power. Robert lives in Tennessee. 


mber 2009 | DRAGON 382 



Decer 





By Aidyn Newman 

Illustration by David Rapoza 



Druid 


A panther prowls the jungle, crouched low to the 
ground and ready to pounce at a moment’s notice. 
Lying in ambush, latched to the ceiling of a warm, 
dank dungeon, a giant spider awaits its next victim. 
Roaring in glorious defiance, a proud lion bolsters 
the resolve of its pack, its enemies trembling in fear. 
The druid is all of these things and more - the very 
essence of the wild in complete harmony. 

The druid is, by its very nature, an incredibly 
versatile class. The ability to not only use invoca¬ 
tions, but also fight in beast form allows druids to 
take on many different roles in a party. In addition 
to this, they can also become many different kinds of 
animals, with distinct combat styles of their own. A 
boar might rush headfirst into battle, whereas a hunt¬ 
ing cat might wait stealthily for the perfect moment 
to strike before revealing herself. This is where the 
druid’s true versatility comes into play. A druid can 
take any form the player wishes, as long as it adheres 
to the rules set forth in their wild shape power from 
Player’s Handbook 2. This leaves them open to literally 
hundreds of different potential forms and interpreta¬ 
tions. Some of the powers in Player’s Handbook 2 deal 
with a few types of animal forms a druid might use, 
but they aren’t all-inclusive, nor do they represent the 
full scope of the druid’s abilities. This article gives 
the druid all new options for shapeshifting, includ¬ 
ing a few new utility powers, a handful of daily attack 


mber 2009 | DRAGON 382 



Decer 




powers that turn the druid into new and exotic ani¬ 
mals (or any similar counterpart the player wishes), 
and many new feats that allow a druid to truly 
become whatever animal they desire. 

Heroic Tier Feats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Patient Hunter 

Prerequisite: Druid, pounce power, wild shape 
power 

Benefit: When you hit a target with an attack 
using the pounce power, the target grants combat 
advantage until the end of your next turn. 

Ruthless Killer 

Prerequisite: Druid, grasping claws power, wild 
shape power 

Benefit: When you hit a target with the grasping 
claws power, instead of slowing the target you can 
instead choose for the target to be immobilized until 
the end of your next turn. If you are ever not adjacent 
to the target, the immobilized effect ends. 

Unstoppable Goliath 

Prerequisite: Druid, savage rend power, wild shape 
power 

Benefit: When you hit a target with the savage 
rend power, you can shift 1 square into the space 
occupied by your target after you slide it. 


Paragon Tier Feats 

Any feat in this section is available to a character of 
11th level or higher who meets the prerequisites. 


Brutal Grappler Eorm 

Prerequisite: 11th level, druid, wild shape power 
Benefit: While you are in beast form, you gain 
a +2 feat bonus to grab attempts. Additionally, any 
target you are grabbing while in beast form grants 
you combat advantage. 


Tierce Thrasher Eorm 

Prerequisite: 11th level, druid, wild shape power 
Benefit: While you are in beast form and use 
a beast form power that pushes, pulls, or slides the 
target, increase the distance of the push, pull, or slide 
by 1 square. 


Scuttling Crawler Eorm 

Prerequisite: 11th level, druid, wild shape power 
Benefit: While you are in beast form, you gain a 
+5 feat bonus to Athletics checks to climb and can 
climb at your speed. 


Venomous Eang Eorm 

Prerequisite: 11th level, druid, wild shape power 
Benefit: While you are in beast form, all your 
melee attacks with the poison keyword ignore the 
first 10 points of the target’s poison resist. This 
increases to 15 points at 21st level. 


Class Acts.- Druid 


New Druid Powers 


The following powers can provide your druid with 
new means of movement, damage options, and more. 


Level 5 Daily Evocation 


Primal Spider Druid Attack 5 


You become a giant spider, shooting sticky webbing at a group 
of nearby enemies to ensnare them. 

Daily ♦ Beast Form, Implement, Poison, Primal 
Standard Action Area burst 1 within 5 squares 

Target: Each creature in burst 
Attack: Wisdom vs. Fortitude 

Hit: 2d8 + Wisdom modifier poison damage, and the target is 
immobilized (save ends) 

Miss: Half damage, and the target is slowed until the end of 

Effect: Until the end of the encounter, while you are in beast 
form, whenever you hit an enemy with a melee attack, that 
enemy is slowed until the end of your next turn. 


Level 6 Utility Evocation 



You take the form of a treetop creature or another animal or 
insect that can easily traverse heights, taking to a perch unseen 
by your enemies. 

Daily ♦ Polymorph, Primal 
Minor Action Personal 

Effect: You assume the form of a Tiny or Small beast or insect 
that can climb to great heights with ease until the end of 
the encounter, or until you end the effect as a free action. 

In this form, you gain a climb speed equal to your speed 
and a +5 power bonus to Stealth checks. Additionally, any 
time you fall, you treat the distance you fall as being 20 feet 
shorter for the purposes of determining falling damage. 
While in this form, you can’t attack or use magic items. 


mber 2009 | DRAGON 382 



Decer 








Class Acts.- Druid 


Level 9 Daily Evocation 


Level 15 Daily Evocations 


Level 19 Daily Evocation 


Primal Serpent Druid Attack 9 


You morph into a dire serpent, and deadly venom infuses your 
bite infused. At first, your attack seems trivial, but soon the 
venom saps your enemy’s life away. 

Daily ♦ Beast Form, Implement, Poison, Primal 
Standard Action Melee touch 

Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 1 dl 0 + Wisdom modifier damage, and ongoing 5 poison 
damage (save ends). 

Miss: Half damage. 

Effect: Until the end of the encounter, while you are in beast 
form, whenever you use an attack with the beast form key¬ 
word, you can choose to have that attack gain the poison 
keyword and deal poison damage instead of its normal 
damage type. If the attack already deals poison damage, it 
deals additional poison damage equal to your Constitution 
modifier. 


Level 10 Utility Evocation 



You can transform into a small sea creature, using your fins to 
traverse water as easily as land. 


Daily ♦ Polymorph, Primal 
Minor Action Personal 

Effect: You assume the form of a Tiny or Small aquatic beast, 
such as a fish or eel, until the end of the encounter, or until 
you end the effect as a free action. In this form, you gain 
a swim speed equal to your speed and you can breathe 
underwater. While in this form, you can’t attack, move on 
land, or use magic items. 


il Boar Druid Attack 15 


You become a dire boar, charging headfirst toward your desig¬ 
nated foe. You barrel through anyone foolish enough to stand 
inyour path. 

Daily ♦ Beast Form, Implement, Primal 
Standard Action Personal 

Effect: You make a charge attack. Any enemy that makes an 
opportunity attack against you during this charge attack 
takes 1 5 damage, and you push that enemy 1 square and 
knock it prone. 

Until the end of the encounter, while you are in beast form, 
you gain +2 speed while charging and gain a bonus to dam¬ 
age rolls with charge attacks equal to your Constitution 
modifier. 


Primal Crocodile Druid Attack 15 


You transform into a dire crocodile and snap your powerful 
jaws onto your foe’s legs, making it impossiblefor it to escape. 

Daily ♦ Beast Form, Implement, Primal 
Standard Action Melee touch 

Target: One creature 
Attack: Wisdom vs. Fortitude 

Hit: 2d10 + Wisdom modifier damage, and the target is 

grabbed. The target takes a -2 penalty to its rolls to escape 
this grab. 

Miss: Half damage, and the target is grabbed, but does not take 
the -2 penalty to escape the grab. 

Effect: Until the end of the encounter, while you are in beast 
form, when you hit an adjacent enemy with a melee at¬ 
tack, you grab that enemy. You can have only one creature 
grabbed at a time. 


Primal Lion Druid Attack 19 


Your beast form becomes that of a dire lion, inspiring awe in 
your allies and fear inyour enemies as you roar ferociously. 

Daily ♦ Beast Form, Fear, Implement, Primal 
Standard Action Close burst 5 

Target: Each enemy in burst 
Attack: Wisdom vs. Will 

Hit: You push the target 1 square, and it takes 3d8 + Wisdom 
modifier damage and is dazed (save ends). 

Effect: All allies in the burst gain temporary hit points equal to 
your 5 + your Constitution modifier. Until the end of the 
encounter, while in beast form, whenever you hit an enemy 
adjacent to you with a melee attack, the target grants 
combat advantage until the end of your next turn. 

Level 25 Daily Evocation 


Primal Panther Druid Attack 25 


You transform into a dire panther, strikingfrom the shadows 
and returning to cover immediately afterwards. 

Daily ♦ Beast Form, Implement, Primal 
Standard Action Melee touch 

Target: One creature 

Effect: Before the attack, you can move up to half your speed. 
Attack: Wisdom vs. Reflex 

Hit: 5d8 + Wisdom modifier damage, and you can shift 3 
squares, after which you are considered to be invisible to 
the target until the end of your next turn. 

Effect: Until the end of the encounter, while you are in 
beast form, any time you hit a target that grants combat 
advantage to you by making a melee attack, you shift 1 
square and are invisible to the target until the end of your 


About the Author 

Aidyn Newman contends that he has spent more time creat¬ 
ing roleplaying settings, systems, and supplements than he has 
studying for any class, and it probably shows. Somehow, despite 
this fact, he has managed to graduate from college and now 
attends Albany Law School in New York ... where he continues 
to create roleplaying settings, systems, and supplements. 


December 2009 | DRAGON 382 













Class Acts.- Invoker 

Secrets of the God Fragments 

By Robert J. Schwalb 

Illustration by David Rapoza 



The relationships invokers have with the gods are 
both simple and complex. They are simple in that the 
invoker draws from the god’s power directly and can 
circumvent the filters-symbols, rituals, and ordain- 
ment-other agents require to wield divine energy. An 
invoker needs only to call upon energy, and it flows 
through the invoker’s flesh to manifest in whatever 
way the invoker desires. In terms of complexity, the 
invoker cedes independence from the deity and 
becomes an extension of the god’s will. Central to this 
bond is the covenant, which is the sacred agreement 
that facilitates the exchange of service for vast power 
and merges the wills and objectives of the god to that 
of the agent. 

Many roads lead mortals to serve as invokers, but 
no easy path exists. Some pore over ancient holy texts 


to learn about a deity’s higher purpose. Others are 
called to serve through more direct revelation-typ- 
ically a dream or waking vision. Some also find a 
connection through a direct agent of the god’s will, 
such as an angel, exarch, or avatar. These and other 
avenues can all lead to the decision point—that 
moment of crisis when an individual enters the 
compact that alters the servant’s course for the rest 
of his or her life. For many invokers, this “spark” 
granted by a deity is allegorical—it is nothing more 
than an idea to help frame the prayers required 
to channel the energy. The wisest understand the 
spark is more than just a representation: The shard 
lodged within the mortal’s soul is a fragment of the 
god’s own soul. 




TM & © 2009 1 


ards of the Coast LLC. All rights reserved. 


Class Acts.- Invoker 


GOD FRAGMENTS 

All invokers contain within them a divine spark, 
through which they apprehend divine power directly 
from their god. For many invokers, this fragment is a 
means to an end and serves as the source from which 
their power flows, but in some invokers this fragment 
is more than a divine spark and contains a portion 
of the god’s own consciousness. Any invoker can stir 
the divine essence by selecting the Awaken God Frag¬ 
ment feat. 

Awaken God Fragment 

Prerequisite: 11th level, invoker 
Benefit: The god fragment within you awakens 
to strengthen your connections to your divine patron 
and improve the flow of energy into your being. 
Choose a god fragment that corresponds with the 
deity you serve. You gain all the fragment’s benefits. 

GOD FRAGMENTS 

By awakening your god fragment, you invite the deity’s 
essence to permeate your body and personality in a 
manner that causes the boundaries between you and 
your god to blur. An awakened god fragment provides 
the following benefits. 

Constant Benefits: You receive these benefits as 
long as you possess the Awaken God Fragment feat. 

Divine Manifestation: Once per encounter, when 
you use a divine encounter or daily attack power, you 
can choose to augment it with your divine manifesta¬ 
tion. 

Quirks: This entry describes personality quirks that 
might manifest in you when you awaken the god frag¬ 
ment. 



The power ofAvandra allows you to ensure that no bonds can 
hold your allies for long. 


Constant Benefits 

When an ally adjacent to you makes a saving throw 
against an effect that includes the slowed, immobilized, or 
restrained condition, the ally rolls two saving throws and 
takes the better result. 

Divine Manifestation (Encounter) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect: You grant one ally adjacent to a target 
of the triggering attack a saving throw. If the saving throw 
is against an effect that includes the slowed, immobilized, 
or restrained condition, the ally rolls two saving throws and 
takes the better result. 

Quirks 

Impatient, impulsive, insightful 



Your ire against any who defy the common good fills you and 
provides you or your allies with additional protection against 


Constant Benefits 

While all your encounter attack powers are expended, you 
gain a +1 bonus to all defenses. 

Divine Manifestation (Encounter) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect: One ally you can see that is adjacent to 
a target of the triggering attack gains a +2 power bonus to 
all defenses until the end of your next turn. 

Quirks 

Aggressive, guarded, protective 



The secrets of magic and the wisdom of nature are constant 
companions to your travels, and they provide you or an ally 
with the ability to move at times. 


Constant Benefits 

You gain a +2 feat bonus to Arcana and Nature checks. 
Divine Manifestation (Encounter ♦ Teleportation) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect: You or an ally adjacent to you can 
teleport 5 squares. 

Quirks 

Detached, distracted, mercurial 




Fragment of Erafhis God Fragment 


You understand the desires of the civilized and the fears of 
those who dwell in savagery, which allows you to better com¬ 
municate as well as anticipate a foe’s next move. 

Constant Benefits 

You gain a +2 feat bonus to Diplomacy checks. 

You can read, speak, and write one extra language. 

Divine Manifestation (Encounter ♦ Fear) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect: The targets of the triggering attack 
take a -2 penalty to attack rolls against you until the end of 

Arrogant, inspired, strong-minded 



Wisdom floods your mind, revealing the cosmos’s secrets- 
sometimes you see the most vulnerable area of your foe’s 
defenses as you strike. 


Constant Benefits 

When you make a knowledge check, roll two checks and 
take the best result. 

Divine Manifestation (Encounter) 

Free Action. Trigger: You have rolled damage for a divine 
encounter or daily attack power. Effect: Reroll any number 
of that power’s damage dice. 

Quirks 

Distracted, intellectual, studious 


December 2009 | DRAGON 382 


















You feel vigor and life flow through your veins, which some¬ 
times allows you to shove away your foes with divine might. 


Constant Benefits 

You gain a +2 feat bonus to Athletics and Endurance. 
Divine Manifestation (Encounter) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect You push the targets of the triggering 
attack 2 squares. 

Quirks 

Abrasive, intimidating, lively 



You feel the forces of the wild stir your soul, granting you extra 
insights into nature, heartier defenses, and an ability to ma¬ 
nipulate both friends and foes in a battle. 


Constant Benefits 

You gain a +2 feat bonus to Nature checks. 

Each time you fail a saving throw, you gain a +2 bonus to 
the next saving throw you make against that effect. 
Divine Manifestation (Encounter) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect: You slide one ally adjacent to you or 
the target of the triggering attack 2 squares. 

Fierce, quiet, violent 



You are tough as iron, and you have the mettle to shield your 
allies from any danger. 


Constant Benefits 

Increase your number of healing surges by one. 

Divine Manifestation (Encounter) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect: One ally you can see gains temporary 
hit points equal to your Constitution or Intelligence 
modifier. 

Quirks 

Loyal, intolerant, persistent 


Class Acts.- Invoker 



Like the sun, you bring hope to the living and destruction to 
creatures of shadow. 

Constant Benefits 


Allies adjacent to you roll two saving throws and take the 
best result when making death saving throws or saving 
throws against an effect that deals ongoing necrotic 


About the Author 

Robert J. Schwalb is an award-winning game designer 
whose more recent work can be found in Martial Power” 2, 
Draconomicon™: Metallic Dragons, and Primal Power™. Robert 
lives in Tennessee. 




Divine Manifestation (Encounter ♦ Radiant) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect The attack deals extra radiant damage 
equal to your Constitution or Intelligence modifier. 

Quirks 

Bold, fiery, pompous 


Fragment of the Raven Queen God Fragment 


Winter’s cold bolsters your mind and body, and those who 
cross you feel its icy bite as it slows their movements. 

Constant Benefits 

You gain a +2 feat bonus to Intimidate checks. 

You can resist ambient cold temperatures as if you were 
subject to the Endure Elements ritual. 

Divine Manifestation (Encounter) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect: You slow all targets of the attack until 
the end of your next turn. 

Quirks 

Cruel, impartial, steadfast 



You find shadows and cloak yourself within them. No danger 
can keep you trapped if you wish to be free of it. 


Constant Benefits 

You gain a +2 feat bonus to Stealth checks. 

Divine Manifestation (Encounter ♦ Teleportation) 

Free Action. Trigger: You use a divine encounter or daily 
attack power. Effect You gain concealment until the start 
of your next turn. If you are hit by an attack while you have 
concealment, you can teleport 2 squares as an immediate 
reaction. Increase the number of squares you can teleport 
by 1 for each milestone you have reached today. 

Quirks 

Alluring, cautious, sneaky 


December 2009 | DRAGON 382 

















Power Play: 

Arcane’s Gloaming Path 


As the lightning crashed around us on that windswept and 
hail-battered knoll, I cried out to my master. I pleaded with 
him to quit this dangerous spell, while never sure my frantic 
voice broke the din. If he heard me, he ignored me. His eyes 
aglow with eldritch light, he intoned the fey incantation 
over and over again. With each verse the world seemed to 
rumble and crash toward its end. With each syllable he 
called down our doom. 

And then, with unnatural immediacy, the storm ended. 
The clouds hastily parted, the smell of ozone dissipated, 
and sun shone so powerfully upon the menhirs that their 
drenched stone let go fine wisps of steam. Slowly taking my 
hands from my ears, I looked toward my master. He was the 
same man who led me to the hillock, that was for sure, but he 
had changed. He became . . . more . . . more fey. 

“I am done with you, lad. I take the next step toward 
seeking the true mysteries of magic. The Witch of Fates has 
seen fit to let you live, and that is both a boon and a portent. 
It is your turn to go out in the world to find your way on the 
Gloaming Path.” 

I stood there slack-jawed and confused as my master 
opened a fey passage and bid his final farewell with only a 
slight raising of his sigil-carved staff. 

I never saw him again, and I had no idea what he 
meant, until now. 

-From the journal of Quinliss the Twilight Walker 


By Stephen Radney-MacFarland 

Illustrations by Alex Aparin 


If you listen to a guild mage, she’ll tell you that the 
best way to master the arcane arts is by diligent 
study of the old masters. She’ll insist you endure the 
dust of old scrolls and the tiny scrawl of Nerath or 
Bael Turath archmages found within fragile pages 
of worm-chewed tomes. That is one path; it’s not the 
only path. 

Some gain divine inspiration not from the works 
and formulas of those who came before them, but 
they would rather go to one of the most potent sources 
of arcane power—the Feywild. 

Although the Feywild is not the sole origin of 
arcane magic, it’s a powerful one. The practitioners 
of fey arcane power are both mysterious and subtle. 
Some of the most subtle follow the Gloaming Court, 
which is a confederation of philosopher fey that holds 
sway over the twilight, romance, dreams, inspiration, 
epiphany, and dusk. Nontraditionalist, they follow a 
particular path of arcane enlightenment they call the 
Gloaming Path. 

The following is a small selection of the Gloaming 
Path backgrounds, powers, and familiars available to 
heroic tier arcane spellcasters. 


he Coast LLC. All rights reserved. 



Power Play: Arcane's Gloaming Path 


BACKGROUNDS 

Although the Gloaming Path can be a revelation dis¬ 
covered later in the life and learning of any arcane 
master, frequently a potential spellcaster feels the 
pull of the path at an early age. A messenger of the 
Gloaming Court might make note of the character, or 
a chance encounter can open one’s mind to its mysti¬ 
cal possibilities. 

Child of Fate: You were born with a birthmark 
associated with a member of the Gloaming Court: a 
moon, a heart, or even the stylized loom shape of the 
Witch of Fate. Whatever form the mark takes, you 
were called at birth as a traveler on the Gloaming 
Path, whether you like it or not. 

Associated Skills: Nature, Insight 

Moonstruck Hunter: One night, when the moon 
was full, you followed a spectral stag that led you 
deep into the wilderness. There you danced with a 
member of the Gloaming Court, who introduced 
you to his or her mysteries. Since then you’ve been in 
some way fey-touched, and now you walk in silence 
upon dusky paths of mystery. 

Associated Skills: Perception, Stealth 

POWERS 

Although the Gloaming Path as a whole is as broad 
and clever as a dreamscape, many of its practitioners 
utilize the powers that specialize in movement of the 
body, the mind, and the fates. Some of the most iconic 
of these powers come in the form of arcane utility 
powers. 


Moonstride Wizard Utility 2 


This trick of the Maiden of the Moon allows you to take a form 
of pure moonlight and to evade your enemies with ease. 

Encounter ♦ Arcane 
Immediate Reaction Personal 

Trigger: An enemy moves adjacent to you 
Effect: You become insubstantial until the end of your next 
turn. Then you shift 2 squares to a square farther from the 
triggering enemy. 


Witch’s Reversal Wizard Utility 10 


You look at the world with the eyes of the Witch of Fates, then 
pull the strands that allow you to steal victory from defeat. 


Daily ♦ Arcane 

Free Action Personal 

Trigger: You use an arcane attack power and miss with at least 
two of that power’s attack rolls 
Effect: You reroll the attack rolls that missed their targets and 
use the new results. 




of Hearts 


Warlock Utility 2 


Your enemies might not love you, but thanks to this charm 
crafted by the Prince of Hearts, they do not attack you when 
you give them the opportunity. 


Daily ♦ Arcane, Charm 
Minor Action Personal 

Effect: Until the end of your next turn, you do not provoke 
opportunity attacks and you gain a +2 power bonus to all 
defenses. 

Sustain Minor: The effect persists. 


tmsmsam 


With one miss, the fates collude against your enemy, heralding 
its ultimate doom. 


Encounter ♦ Arcane 
Immediate Reaction Personal 

Trigger: An enemy misses you with an attack 
Target: The triggering enemy 

Effect: You place your Warlock’s Curse on the target. Also, until 
the end of your next turn, the target takes a -2 penalty to 
attack rolls against you and grants combat advantage to 


Stride of the Gallant Sword mage Utility 6 


With the rush of wind, you blink to your enemy’s side, darting 
around the battlefield in a swirl of sword and spell. 

Daily 4 Arcane, Stance, Teleportation 
Minor Action Personal 

Effect: Until the stance ends, you gain teleport 3 as a move 
action, but you must end such teleports adjacent to an 
enemy. 




The Maiden of the Moon rouses you from your languor. 


Encounter 4 Arcane 
No Action Personal 

Trigger: You start your turn stunned, dazed, or unconscious 
Effect: You take your turn as though you were not stunned, 
dazed, or unconscious. At the end of your turn, the effect 
continues as normal. 


FAMILIARS 

Characters can gain the following familiars by using 
the Arcane Familiar feat (Arcane Power™, page 139). 
Each is associated with an archfey or aspect of the 
Gloaming Court, and often (but not always) an 
arcane character must first perform a service or be 
noticed by the archfey or aspect before it is “gifted” 
with the appropriate familiar. 

Familiar Milestone Powers: Each of these 
Gloaming Path familiars have a power that the 
master of the familiar can use once per milestone. 
These powers recharge when the familiar’s master 
takes an extended rest and with each milestone the 
master reaches. 


mber 2009 | DRAGON 382 



Decer 













Power Play: Arcane's Gloaming Path 


Muse Sprite 

These spirits flit all over the Feywild, frequently 
taking the form of speedy flickering motes of light 
that are similar to will-o’-wisps. When bound into the 
form of the familiar, they take a humanoid form and 
look like a luminescent creature with slight wings. 

Many Gloaming Court archfey and powerful spell- 
casters bind these spirits into muse form for those 
who serve them. Muse sprites are the most common 
familiar granted by the Gloaming Court. 



White-Eyed Crow 

These spirits serve the powerful fey oracle known as 
the Witch of Fates. Some say that these milky-eyed 
blackbirds don’t see form and color, but rather they 
see the strands of fate that connect all living creatures 
to their and other creatures’ dooms. 

The Witch of Fates bequeaths a white -eyed crow 
to her servants and to poor melancholy souls who 
are doomed to do fate’s bidding. Both are the fickle 
witch’s chosen. 



Moon Wisp 


These motes of pale luminescence flitter though the 
darkest woods of the Feywild primeval forests in 
the dead of winter. Sometimes helpful, they’ve been 
known to guide a hunter to his or her prey when the 
need is great, but they’re also known to torment evil 
or vicious predators, especially lycanthropes. 

Keeping a moon wisp as a familiar is typically 
a sign of favor from the Maiden of the Moon. As a 
result, sometimes this spirit is called Maiden’s kiss. 




Gallant Hawk 

The gallant hawk spirit takes the form of a noble 
hunting hawk, and the features on its white breast 
form a heater shield. A favorite familiar and symbol 
of elf and eladrin swordmages and multiclass spell¬ 
casting warriors, the gallant hawk is believed by some 
to be the lingering spirit of famous and forlorn fey 
warriors. 

A gift of the passionate but capricious Prince of 
Hearts, a gallant hawk is granted to those warriors 
who fight for honor, love, and beauty. 


Gallant Hawk Famili; 


Noble hawks with sable wings and a white breast in the form 
of a shield, gallant hawk spirits have a form of raptor beauty 
whether at the glove or inflight. 

Speed 2, fly 6 (hover) 

Constant Benefits 

You gain a +2 bonus to Perception checks. 

While a creature marked by you is adjacent to you, it takes 
a -3 penalty to attack rolls on attacks that don’t include you 
as a target instead of the normal -2 from being marked. 
Active Benefits 

Gallant’s Call: Once per milestone, as a minor action, you 
can mark each creature adjacent to the gallant hawk (save 


Moon Wisp Familit 


These wisps of pale moonlight move to and fro through the night 
like a luminous tadpole in a wine-dark sea. 

Speed fly 6 (hover) 

Constant Benefits 

You gain a +2 bonus to Arcana and Nature checks. 

The moon wisp radiates dim or bright light in a radius from 
2 to 10 squares. You can change the details as a minor 
action, but it defaults to dim light in a 2-square radius. 
Active Benefits 

Moon Bite: Once per milestone, as a minor action, the 
moon’s light reveals truth. Until the end of your next turn, 
attacks against any creature within 2 squares of the moon 
wisp do not take the -2 penalty from concealment. 

About the Author 

Born on a stormy Christmas day, in our nation’s capital, 
during the Nixon administration, the stars were definitely 
wrong when Stephen Radney-MacFarland came scream¬ 
ing into the world. Spending most of his impressionable years 
as a vagabond and ne’r-do-well, Stephen eventually settled in 
the Northwest to waste his life on roleplaying games. 

Once that RPGA® guy, Stephen is now a developer in RPG 
R&D where he doesn’t create the traps . . . he just makes 
them deadlier. He also teaches a class on roleplaying design 
for the Art Institute of Seattle, molding the minds of young 
and upcoming designers. Be afraid. Be very afraid. 


December 2009 | DRAGON 382 











Power 

Primal 


Play.- 

By Tavis Allison 

Illustrations by Alex Aparin 


“Making a map creates connections. The more faithfully 
we record a place, the more we share in the power of its 
spirit of place” 

~ NoelaXoana, disciple of Lugos 


In the wildest areas of the Nentir Vale, legends tell of 
a time when the world was ripe with power. A quest¬ 
ing hero could find whatever he or she sought if he or 
she had the will to travel far enough. Those who dis¬ 
covered a node of earth energy, a spring of vital water, 
or an elder spirit generous with its great wisdom 
achieved many great things. But the greatest hero of 
all was the first primal mapper, Lugos, who invented 
a method for leading others to rediscover the things 
he had found during his journeys. 

Unlike traditional maps, primal maps provide 
those using them with the full story of their maker’s 
experience. They preserve how the feel of the sand 
changed underfoot as Lugos descended into the For¬ 
lorn Drift, and how his spirit soared when he found 
the source of Nine Snake River. A traditional car¬ 
tographer converts a surveyor’s measurements into 


an imaginary bird’s-eye view of the land. For those 
who have learned Lugos’s craft, though, they need no 
such abstraction. If they want to see the world as a 
bird does, they become one, and the primal map they 
create as they soar is a visceral record of each thermal 
updraft and spray of rain. 

A primal map guides both body and soul. The 
record Lugos created of his journey to the Well of the 
Head can guide you and your comrades through the 
surrounding forest like any other map. The unique 
virtue of a primal map, though, is that you can send 
your spirit along the path it creates, reliving the 
experience of the mapper’s journey as if in a dream. 
Using a primal map in this way takes as long as it 
took the original mapper to make the journey, during 
which time you are in a dreamlike state similar to an 
eladrin’s trance. 


December 2009 | DRAGON 382 




Power Play : Primal 


PARAGON PATH 

The following paragon path can provide characters 
with options for tactical movement in combat as well 
as a character concept that allows a player and DM to 
help others visualize locations. 

Primal Mapper 

“My spirit is part of this land, and I carry the landscape 
within me. You cannot block my path.” 

Prerequisites: Primal power source 

When did you first know that your awareness of the 
world around you is unique? Perhaps you were under¬ 
ground when a gust of wind blew out your torches, 
leaving your party in utter darkness from which only 
you could lead the way back. Or maybe you were 
attacked under cover of a thick fog and shouted out, 
“Retreat and regroup at our last campsite!” Only after 
you said this did you realize that you were the only 
one for whom that was as easy to find as your own 
foot. Your comrades have long relied on your intuition 
to determine which tunnel leads to the surface and 
where you will find higher ground that better allows 
you to defend yourself against your pursuers. 

Some primal mappers are disciples of Lugos’s 
teachings, while others have discovered his principles 
independently. You took your first steps toward the 
path of the primal mapper when you became aware 
that each of the places in the world has its primal 
spirit of place-a spirit intimately connected to its 
location. Your devotion to noticing and remembering 
every detail of the lands you travel makes you akin 
to these spirits of place. Like them, your abilities go 
beyond a superior tactical understanding of posi¬ 


tion and landscape and into a mystical realm where 
making a representation of a place gives you power 
over it. You need not even physically create a map to 
provide a connection by which spirits from that realm 
can enter the mundane world; simply visualizing one 
will suffice. Let those who would stand in your way 
beware! 


Allied Terrain Primal Mapper Utility 12 


You call upon the local spirits to guide your allies’ steps. 

Daily ♦ Primal 

Minor Action Personal 

Effect: Until the end of your next turn, allies ignore difficult ter¬ 
rain while within 3 squares of you, and enemies treat the 
space within 3 squares of you as difficult terrain. 

Sustain Minor: The effect persists. 


Primal Mapper Path Features 

Rerouted Action (11th level): When you spend 
an action point to take an extra action, you can also 
move your speed or shift half your speed before or 
after that action. 

Revitalizing Run (11th level): When you use 
your second wind, you can also move your speed or 
shift half your speed. 

Lay of the Land (16th level): You ignore difficult 
terrain. 

Primal Mapper Evocations 


Lugos’s Hunt Primal Mapper Attack 20 


You spill your foe’s blood on the ground, fixing your enemy on 
your internal landscape so that hiding is impossible. 

Daily ♦ Primal 

Free Action Personal 

Trigger: You make an attack roll for an at-will power 
Effect: If your attack hits its target, the target takes 4d10 extra 
damage. Until the end of the encounter, you ignore penal¬ 
ties to attack rolls against the target from concealment or 
total concealment if you have line of sight to the target. 

MAGIC ITEMS 

Some primal maps have been integrated into magic 
items. 


Pale Wolf’s Lure Primal Mapper Attack 11 


You visualize your strike tracing a path to the hunting grounds 
of the pale wolves, and the scent of your foe draws the preda¬ 
tors to follow. 

Encounter ♦ Conjuration, Primal 
Free Action Personal 

Trigger: You make an attack roil for an at-will power 
Effect: If your attack hits its target, the target takes 2d10 extra 
damage and you conjure a pale wolf that occupies one 
square adjacent to the target until the end of your next 
turn. Any enemy that moves out of a square adjacent to the 
wolf takes 5 damage. 


Armor 


Snake’s Lair Armor Level 7+ 


The bumps of this snakeskin armor’s surface tell your fingers 
about each ridge and valley encountered while tracking the 
Eternal Enemy to its lair. 

Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp 

Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp 

Lvl 17 +4 65,000 gp 

Armor: Leather, hide 
Enhancement: AC 

Property: You do not grant combat advantage or take a penalty 
to attack rolls while you are squeezing. 

Power (Daily): Move Action. You shift half your speed. You can 
shift through enemies’ squares during this move. 


December 2009 | DRAGON 382 










Power Play : Primal 


Weapon 


Hands Slot Item 


The haft of this weapon is scored with notches that count Mal- 
door’s paces and record which way he turned in the Caverns of 
the Garden. 


Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp 

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp 

Lvl 13 +3 17,000 gp Lvl 28 +6 2,12 5,000 gp 

Weapon: Axe, hammer, spear, staff 
Enhancement: Attack rolls and damage rolls 
Critical: +1 d6 damage per plus, and you push the target 1 
square and shift 1 square into a square the target vacated. 
Power (Daily): Free Action. Trigger: You hit an enemy with a 
primal attack power using this weapon. Effect: You push the 
target 1 square, and you and each ally within 5 squares of 
you can shift 1 square as a free action. 


Totem 


Astral Redoubt Totem Level 4+ 


Each string of this dream-catcher totem records a leg of Ro- 
lant’sjourney across the Astral Sea, including a refuge along 
the path. 

Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp 

Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp 

Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp 

Implement (Totem) 

Enhancement: Attack rolls and damage rolls 
Critical: +1d6 damage per plus, and you regain hit points 
equal to twice the totem’s enhancement bonus. 

Power (Daily ♦ Healing, Teleportation): Free Action. Trigger: 
You hit an enemy with a primal attack power using this 
totem. Effect: Any ally within 5 squares regains hit points 
equal to twice the totem’s enhancement bonus and can 
disappear to a place of safety in the Astral Sea until the 
start of his or her next turn. While there, the ally has nei¬ 
ther line of sight nor line of effect to anything, and nothing 
has line of sight or line of effect to the ally. 


River of Life Gloves Level 7+ 


These gloves bear turquoise and green patterns that show the 
coastline leading to the mouth of the River of Life. 

Lvl 7 2,600 gp Lvl 27 1,625,000 gp 

Lvl 17 65,000 gp 

Item Slot: Hands 

Power (Daily ♦ Healing): Free Action. Trigger: You succeed on 
a Heal check to stabilize a dying creature. Effect: The dying 
creature regains 5 hit points and can spend a healing surge. 

Level 17: The dying creature regains 10 hit points and can 
spend a healing surge. 

Level 27: The dying creature regains 15 hit points and can 
spend a healing surge. 


About the Author 

Tavis Allison is the co-author of the Dragon® Magazine 
article “Warden Essentials” and several other D&D® projects 
that he can’t wait to see released so that he can mention them 
in his About the Author section. Tavis plays and DMs with the 
New York Red Box. 


December 2009 | DRAGON 382 











Winning Races.* DROW 

More options tor mow characters 

By Bruce R. Cordell 

Illustration by Wayne England 


Wait... what’s with your hair ? And skin... By Moradin’s 
shaggy heard, you’re no eladrin-you’re a drow! Guards! Help! 
A wight of the Underdark is trying to burgle me! 

-Antonus Ginpoke, bazaar shopkeep 


Drow are graceful, deadly, and feared. Despite stories 
of certain drow disdaining their culture and join¬ 
ing adventuring companies on the surface, the drow 
racial reputation of decadence and evil will always 
precede any individual, no matter how sophisticated, 
beautiful, or honestly true-hearted that individual 
might claim to be. These good drow have to face the 
fact that the vast majority of drow base their behavior 
and attitudes on the worship of the chaotic evil god¬ 
dess Lolth, also known as the Spider Queen. 

But the heart of every individual drow is its own. 
Some few in every generation find that the ways of 
their people are not enough to sustain them. These 
drow try to find a different way—one less dependent 
on treachery and malice. 

Most of these are killed by other drow. 

The few who survive such an awakening flee their 
homeland. They often come to the surface, hoping to 
discover more open-minded people than their own 
relatives. Sometimes such drow refugees find success, 
but never immediately or permanently. 


THE BASICS 


Some races are more iconic to Dungeons & Drag¬ 
ons® than others. While the elf and dwarf have 
fulfilled that role through every edition of the game, 
the race most people love to hate is the drow. And, 
ever since Drizzt showed that not all drow were 
irredeemably evil, the idea of drow characters has 
tantalized most gaming tables at one time or another. 
The draw’s lasting popularity is easily understood-at 
one time or another, most people want to play a char¬ 
acter with the reputation for being sexy, bad, and a 
little treacherous. 

Overcoming the Stereotype 

Your drow character’s role in the party is determined 
first by the your class choice. However, the choice of 
race can play a large part, too, especially if you choose 
drow and roleplaying is a strong feature of your 
gaming group. 


December 2009 | DRAGON 382 






Winning Races.- Drow 


Presumably the other players around the table 
have come to some sort of accommodation regarding 
your drow character. However, that doesn’t mean the 
NPCs your character meets have come to a similar 
conclusion regarding your basic kindhearted nature. 
So, you have three choices when faced with this sort 
of prejudice against your character. 

One choice is to simply grin and bear it, and 
defend yourself only when forced to it. Many NPCs 
are, like most real people, better at slinging insults 
and threats than real fists and knives. Of course, this 
tack requires a thick skin. It’s a hard thing to smile 
and walk away when an idiot barbarian is enthrall¬ 
ing his companions with tales of how he’ll soon be 
making a new cloak from your stinking drow pelt. 
Moreover, unlike the real world, the NPCs who are 
armed are not shy about using their weapons to dem¬ 
onstrate their opinions. This means that, barring any 
other actions on your part, you’re likely in for a higher 
number of fights than you would otherwise have to 
face. 

The second choice in dealing with worldly preju¬ 
dice is to hide your drow heritage when out and about 
in public places. A hood and gloves is good enough 
for casual encounters. However, without further 
occlusion, this usually fails in well-lit areas and when 
you’re forced to deal with an NPC at close quarters. 
The perfect addition to a hood and gloves is a mask. 

In a fantasy world of fantastic creatures and equally 
wondrous accessories, a full-face mask isn’t especially 
out of place. If you’re asked to remove it for some 
reason, claim it’s a cursed item and its affixed perma¬ 
nently to your face. 

When considering the second choice, if masks 
and hoods are not your style, you could instead train 
in Bluff for the purposes of perfecting a physical dis¬ 


guise. Disguising your race to make yourself appear 
either as an eladrin or elf is your best bet. A little 
make-up and hair dye will do the trick, though the 
test comes when your Bluff check is opposed by a 
creature’s Insight. A magic item that provides func¬ 
tionality similar to the wizard’s Disguise Self utility 
power, such as the hat of disguise, would be useful. 

Your final option in dealing with drow haters is 
to be a fast talker (being skilled in Diplomacy helps). 
Many overbearing buffoons might fall speechless in 
the face of wit and charm. Sometimes simple checks 
suffice, and other times your DM might wish you 
to succeed at a skill challenge involving Diplomacy, 
Insight, and Bluff. 

Bring the Dark 

All drow have the ability to use cloud of darkness or 
darkfire during a particular encounter. As described 
in the Forgotten Realms* Player’s Guide, your drow can 
do one or the other in any given encounter. 

In many cases, using darkfire is the preferred 
choice, at least if you want to allow your allies to see 
your foes. By limning your foe in a flickering halo of 
light, you make it easier for both yourself and all your 
companions to hit the foe. This is an especially potent 
effect if you have allies that rely on combat advan¬ 
tage to trigger the full effect of their powers, such as 
rogues. 

When you decide to use cloud of darkness, you have 
the advantage of not having to make an attack roll to 
affect your target. Place the burst around you, and 
any foe with normal senses that is within the dark¬ 
ness is suddenly blind. However, many of your fellow 
characters cannot see the foe, either. Overuse of this 
power can trigger this particular situation so often 
that your companions can become frustrated with 


you. Thus, before triggering this power, determine 
whether any of your allies are about to target the foe 
with an attack. Otherwise you run the risk of frustrat¬ 
ing their efforts. Of course, sometimes blinding a foe 
is the perfect solution, especially if that foe is particu¬ 
larly dangerous and your companions are sorely hurt. 
Putting up a cloud of darkness can provide the moment 
of time necessary for your allies to use their second 
winds, gain healing, or simply to flee. 


DROW FEATS 


Depending on your feat selection, your feats can 
enhance your class abilities, augment your drow abili¬ 
ties and aesthetics, or both. This section introduces a 
few new feats designed to bring out your inner drow. 


Heroic Tier Feats 

Any feat in this section is available to a drow charac¬ 
ter of any level who meets the prerequisites. 


Darkfire Dancer 

Prerequisites: Drow 

Benefit: If you are adjacent to a target affected by 
your darkfire, you can shift 2 squares as a move action. 

Drow Ecclesiastic [Divinity] 

Prerequisites: Drow, Channel Divinity class 
feature 

Benefit: You can invoke the power of the divine to 
use drow ecclesiastic. 


December 2009 | DRAGON 382 







Winning Races.- Drow 


1 Channel Divinity: 

Feat Power 

Cloud of Poison 

Web Spinner 

1 Drow Ecclesiastic 


Prerequisite: 11th level, drow 

Prerequisite: 11th level, drow 


Lolth punishes those who escape her wiles. 

Encounter ♦ Divine, Poison 
Immediate Reaction Ranged 5 

Trigger: An enemy within range succeeds on a saving throw to 
end a condition 

Effect: The target takes ongoing 5 poison damage (save ends). 

Knife in the Dark 

Prerequisite: Drow 

Benefit: You gain a +4 feat bonus to damage rolls 
against targets within your cloud of darkness. This 
bonus increases to +5 at 11th level, and +6 at 21st 

Secret Recovery 

Prerequisite: Drow 

Benefit: When you succeed on a saving throw to 
end an effect, you can, as a free action, shift 1 square 
and make a Stealth check to hide if you have superior 
cover or total concealment. 

Underdark Climber 

Prerequisite: Trained in Acrobatics 
Benefit: You can use your Acrobatics skill in place 
of your Athletics checks to climb walls. 

You also gain a +2 feat bonus to Acrobatics checks. 

Paragon Tier Feats 

Any feat in this section is available to a drow 
character of 11th level or higher who meets the 


Benefit: Any enemy who starts its turn within 
your cloud of darkness takes 5 poison damage. 

Darkness Reign 

Prerequisite: 11th level, drow 
Benefit: As long as you are within your cloud of 
darkness, you can sustain the effect as a standard 
action. Each time you sustain the effect, it lasts until 
the end of your next turn. 

Spider Charmer [Divinity] 

Prerequisite: 11th level, drow, Channel Divinity 
class feature 

Benefit: You can invoke the power of the divine to 
use spider charmer. 


1 Channel Divinity: 

Feat Power 

| Spider Charmer 



You draw upon Lolth’s ability to command spiders and drow. 

Encounter ♦ Charm, Divine, Implement 

Standard Action Ranged 10 

Target: One spider or drow 

Attack: Intelligence, Wisdom, or Charisma vs. Will 

Hit: The target spider or drow is dominated until the end of 

Venom Master 

Prerequisite: 11th level, drow 
Benefit: When you hit a creature with your dark- 
fire racial power they gains vulnerability 5 poison 
until the end of the encounter. 


Benefit: When you score a critical hit on an 
opportunity attack, the target is also immobilized 
(save ends). 

Epic Tier Feats 

Drow must be level 21 or higher to take the following 
feats. 

Fist oe Night 

Prerequisite: 21st level, drow 
Benefit: Once on your turn when you miss a 
target that is within your cloud of darkness with a 
melee attack, you can make a melee basic attack as a 
free action against a different target. 

Lolth Blessed 

Prerequisite: 21st level, drow 
Benefit: Any time you use an action point, you 
regain the use of your Lolthtouched racial ability 
during the encounter if you’ve already used it (and 
can use either cloud of darkness or darkfire). 

About the Author 

Bruce R. Cordell is an Origins and ENnie award-winning 
game designer whose long list of professional credits include 
the new Forgotten Realms® Campaign Guide “ Keep on the 
Shadowfell™, Draconomicon I: Chromatic DragonsTM and Open 
Grave: Secrets of the Undead™. Bruce is also an author of For¬ 
gotten Realms novels, including Plague of Spells, first book in 
the new Abolethic Sovereignty series. 


Decer 


zr 2009 | DRAGON 382 










By Robert J. Schwalb 

Illustrations by Wayne England 


At the dawn of creation, no difference between the 
eladrin and elves existed, and no wickedness sundered 
the drow from their light-dwelling kin. They were one 
people, bound through common love and life, and 
united by the eagerness and curiosity for the natural 
world’s many wonders. All this ended during the dread 
wars between the Houses, because Lolth’s poison 
sundered family, shattered bonds, and altered the 
eladrin’s course for all time. 

Even as the eladrin rallied against their dark kin, 
some chose no side. They sought escape from the 
escalating violence and retreated to the mortal world. 
The nobles who led the sylvan armies against the dark 
host deemed those who fled traitors, and Corellon 
vowed vengeance against them for their cowardice. 
Sehanine did not share her counterpart’s wrath and 
saw their flight as fitting for those who embraced her 
tenets. So when the drow were driven into the world’s 
Underdark and Lolth was cast into the Abyss, Seha¬ 
nine sheltered those who abstained from the war as 
her chosen people, raising a veil to hide them from 
anyone seeking retribution. 

Over the intervening generations, these eladrin 
lived in secret, forbidden from returning to their 


homeland and afraid to range too far from their 
hidden redoubts. Only after the ancient wars and 
their part in them began to fade did such eladrin ven 
ture farther afield. Fey memory is long indeed, and 
some eladrin and elves bear the lost tribe, now called 
dusk elves, ill will, but many find ways to look beyonc 
the ancient offense and take these people for who 
they now are. 


Dusk elves are represented mechanically by taking 
the Dusk Elf Stealth feat. Otherwise, dusk elves are 
mechanically identical to normal elves. 


Physical Qualities 

Dusk elves are a slight folk, and they look almost 
identical to their elf counterparts. Where they differ 
is in complexion. Although common elves favor tans 
and browns, dusk elves are as pale as moonlight, 
with fair hair and light blue or violet eyes. They favor 
subdued colors and are rarely ostentatious in their 
apparel. 


Winning Races.- 

Dusk Elf 


Playing a Dusk Elf 

Where common elves are free-spirited and mercu¬ 
rial, dusk elves are furtive, haunted, and suspicious. 
Dusk elves restrict their emotions to a narrow range, 
showing little joy and less grief. For all their disincli¬ 
nation for emotional displays, dusk elves are a people 
of deep feeling. When alone or among a trusted few, 
they give in to their happiness and sorrow with sur¬ 
prising intensity. 

Dusk elves value their privacy and guard their 
lands from trespassers. During private moments, they 
reflect on their nature, their people’s history, and the 
plans Sehanine has for them. They see the natural 
world as a prison, albeit a beautiful one, and pine for 
the fabulous cities and verdant fey lands they aban¬ 
doned long ago. 

Those who shrug off this melancholy sometimes 
leave their hidden communities to see what the world 
has to offer. Adventuring is a common pastime for 
these bold souls, and they prove constant, though 
detached, comrades. They show little of the joy shared 
by other elves. However, dusk elves are sensitive 
about their reputations and might go overboard to 
prove their loyalty. 

Sehanine remains a powerful presence among 
the dusk elves, and many exclude other gods on holy 
days. Dusk elves forbid worship of Corellon in their 
communities, and those who maintain shrines must 
do so in secret lest they face exile and ostracism. A 
few dusk elves follow Ioun, the Raven Queen, and/or 
Melora. Rumors persist about Lolth cults in dusk elf 
communities. 

Dusk Elf Characteristics: Constant, detached, 
furtive, melancholic, quiet, reserved, secretive, sly, 
somber 


Dusk Elf Backgrounds 

A dusk elf has access to the following backgrounds. 

Corellon Dedicate: Sehanine’s children chose no 
side in the Kin Wars, and their neutrality won them 
scorn and self-imposed exile. Since the eladrin held 
family ties to be stronger than any other consider¬ 
ation, some among the refugees disagreed and were 
loyal to Corellon, but found themselves swept up in 
the flight to the world. You descend from these tragic 
dedicates, and though your people were shamed, 
your family has remained loyal to Corellon these long 
years. How have you kept your devotion secret? Some¬ 
thing must have led to your leaving the community. 
Was it a revelation about your allegiance? Or were 
you tired of living a he? How has the faith of your 
family served them and you? 

Associated Skills: Arcana, Stealth 

Gloaming Guardian: Dusk elves protect their 
communities from trespass thanks to the gloaming 
guardians’ efforts. Deadly sentinels, they guard the 
routes into their communities, and if they encounter 
intruders, they use their considerable talents to drive 
interlopers away. Failing that, the guardians pick such 
trespassers off one at a time until they realize their 
error and return from where they came. You were 
trained to be one such sentinel. Why did you leave 
this responsibility? Gloaming guardians are some¬ 
times the only dusk elves who meet other peoples. 
Was an intruder responsible for your break? How do 
your dusk elf family and friends see your leaving? 

Associated Skills: Intimidate, Stealth 

Dusk Envoy: Factions within dusk elf communi¬ 
ties push for reconciliation with elves and eladrin. 
They face strong opposition, but a few communities 
have been successful in establishing talks with their 
estranged kin. Why were you chosen to be your peo- 


Dusk Elf 


pie’s envoy? How do you see the larger world? Have 
you made any connections beyond your homeland? 
Associated Skills: Diplomacy, History 


Heroic Tier Teats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 


Dusk Elf Stealth [Elf Bloodline] 

Prerequisite: Elf 

Benefit: All allies within 6 squares of you that 
do not have this feat gain a +1 racial bonus to Stealth 
checks. 


Dusk Elf Weapon Training 

Prerequisite: Dusk Elf Stealth 
Benefit: You gain proficiency with simple and 
military light blades, and you gain a +2 feat bonus 
to damage rolls with these weapons. The bonus 
increases to +3 at 11th level and +4 at 21st level. 

Gathering Night 

Prerequisite: Dusk Elf Stealth 
Benefit: Whenever you take the total defense 
action while you have any concealment, you become 
invisible until the start of your next turn. 

Gloaming Ward 

Prerequisite: Dusk Elf Stealth 
Benefit: The first time you are bloodied in an 
encounter, you gain concealment until the end of 
your next turn. 


December 2009 | DRAGON 382 






Dusk Elf 


Sehanine’s Boon 

Prerequisite: Dusk Elf Stealth 
Benefit: Whenever you spend a healing surge 
while you have total concealment, you regain extra hit 
points equal to your Wisdom modifier. 

Umbral Wind 

Prerequisite: Dusk Elf Stealth 
Benefit: When you use your second wind, you 
gain concealment until the end of your next turn 
instead of gaining a +2 bonus to all defenses until the 
start of your next turn. If you already have conceal¬ 
ment, you instead gain total concealment. 

Darkening Blade 

“I am the dark of the new moon. My sword is the sharp 
crescent that heralds the doom you have earned.” 

Prerequisite: Dusk Elf Stealth feat 

Gloaming guardians protect their communities from 
intruders and occasional trespassers, but even the 
barrier they create cannot catch all who prowl their 
lands. Should their communities come under attack, 
the dusk elves flee, vowing vengeance on those who 
wrong them. The darkening blades embody the ven¬ 
geance they swear and to them the dusk elves turn to 
destroy their enemies. 

As a darkening blade, you have mastered a secret 
fighting style perfected through generations spent in 
exile. Shadows gather around you so that when you 
move, you blend into them, making it hard for your 
enemies to track your movements and attack you. 
When you strike, you do so with speed and accuracy, 
darting in, then melding into the gloom. 


Darkening Blade Path Features 

Gloaming Action (11th level): Whenever you 
spend an action point to make an extra attack, you 
can shift your speed into a space adjacent to your 
target before the attack. 

Night Eyes (11th level): Whenever you have total 
concealment, you also have darkvision. 

Flitting Shadows (16th level): When you charge 
or run, you are treated as being insubstantial for the 
purposes of taking damage from opportunity attacks. 


Darkening Blade Powers 

Your attack slashes the foe, but before it can respond, you dis¬ 
appear into swirling darkness. 

Encounter ♦ Illusion, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Dexterity vs. AC 

Hit: 2[W] + Dexterity modifier damage, and you become invis¬ 
ible to the target until the end of your next turn. 


1 Gloaming Shroud 

Darkening Blade Utility 12 1 

Light flees when shadows ei 

tvelopyou to whisk you to safety. 

Encounter ♦ Illusion 


Free Action Personal 
Trigger: You miss with an attack 

Effect: You shift 3 squares and gain concealment until the end 



You strike and dance away, eluding a foe’s counterattacks even 
as you set up your next strike. 


Daily ♦ Illusion, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Dexterity vs. AC 

Hit: 3[W] + Dexterity modifier damage, and you become invis¬ 
ible to the target (save ends). 

Miss: Half damage. 

Effect: You can shift 1 square. Until the end of the encounter, 
whenever the target moves or shifts while it is adjacent to 
you, it takes damage equal to your Dexterity modifier, and 
you can shift 1 square as a free action. 




About the Author 

Robert J. Schwalb is an award-winning game designer 
whose more recent work can be found in Martial Power ” 
2, Draconomicon “ 2, and Primal Power”. Robert lives in 
Tennessee. 


December 2009 | DRAGON 382 













Channel Divinity: 

The Traveler 



By Chris Sims 

Illustrations by Tyler Jacobson 

“We were their saviors, so they asked us to stay and to be their lords. Perhaps even their 
gods. But I told them they should not put their faith in other mortals so, pointing to their 
shamed lord and their fat priest. Then the east whispered of mystery to me, so we set our 
feet to the road again. That night, we saw smoke in the west. I dreamed of burning temples 
and a gallows song on the wind.” 


Change is certain. Change leads to need. Need breeds 
invention and transformation. Adaptability is required. 
This wayward circle is the eternal path of the Traveler, 
and so it is the path of those who follow the so-called 
Giver of Gifts. Such followers go wherever the uncer¬ 
tain guidance of the Traveler leads them. 

Background: Mad Wanderer 

Those who truly devote themselves to the ways of the 
Traveler roam the world, accomplishing such tasks 
as they find need doing. They manipulate their foes 
into disarray before striking. Their actions sometimes 
seem amoral, but this is often because the observer 
cannot see the deeds’ ultimate ends. Rather than 
accept praise or blame, these wanderers disappear as 
soon as mystical whim moves them onward. How has 
this itinerant lifestyle affected you? What do you care 
about, since you have no roots? What methods do you 
use to determine the direction you take or deeds you 
do? Do you assume, like many other Traveler devo¬ 
tees, that your mere presence in a situation suggests 
you are meant to act as an instrument of change? 

Associated Skills: Bluff, Stealth 


Paragon Tier Feat 

The feat in this section is available to a character of 
11th level or higher who meets the prerequisites. 


Traveler's Celerity [Divinity] 

Prerequisite: llth-level, Channel Divinity class 
feature, must worship the Traveler 

Benefit: You gain the Channel Divinity power 
Traveler’s celerity. 


1 Channel Divinity: 

Feat Power 1 

| Traveler’s Celerity 

___ 


The Traveler blesses those in a bind with an easy escape and 
fleet feet. Those who fail to make use of this gift suffer for it. 


Encounter ♦ Divine 
Minor Action Close burst 5 
Target: You or one ally in burst 

Effect: The target gains a +2 bonus to speed until the end of 
your next turn, and it can make a saving throw against 
each slowed, immobilized, or restrained effect. If the target 
saves, the condition ends even if a save doesn’t normally 
end the condition. 


:r 2009 | DRAGON 382 




Decer 





Channel Divinity.- The Traveler 


TRAVELER’S HARLEQUIN 

“I am the fingers of the thief in the marketplace. I am the 
song that moves your bones without your will. I am the one 
without shape, whomyoufear. I am the luck of the daring 
that, upon our meeting, you have lost.” 

Prerequisite: Trained in Bluff, must have more 
than one class, must worship the Traveler 

The Traveler is the true lord of Eberron, because 
his feet have treaded all its paths, and his eyes have 
seen all its sights. Her smiling face and dark cun¬ 
ning have left all she beheld transformed. It, this god, 
has guided your straying feet onward with only the 
revelation of the next day’s happenings as your goal. 
You have wrought change as change will alongside 
your companions. And such change is always for the 
better, just as action is better than inaction. You know 
this well. 

An instigator among your allies, you move the tale 
ever forward. The Traveler’s voice always calls you 
onward, from over the next hill or through the next 
door. With cunning, you rely on the strengths of you 
and your allies, and you use them all to manipulate 
your foes into the weakest position. What you lack, 
you make up for with resourcefulness, unpredictabil¬ 
ity, and sheer luck. 

Traveler’s Harlequin Path 
Teatures 

Traveler’s Gift of Action (11th level): Whenever 
you spend an action point to take an extra action, 
you can roll one attack roll or skill check required by 
that action twice and use either result. If that attack 
roll or skill check misses or fails, you must roll your 


next attack roll or skill check twice and use the lower 
result. 

Master of Many Paths (11th level): You can 
choose class-specific multiclass feats from more than 
one class. You gain one additional feat, which must be 
a class-specific multiclass feat. 

Traveler’s Fickle Favor (16th level): After each 
extended rest, roll a dl2 and record the result. Until 
you take another extended rest, whenever you roll 
this same number on an attack roll, ability or skill 
check, or saving throw (before adding modifiers), you 
can reroll and use either result. 

Traveler’s Unpredictable Power (20th level): 
You gain the 20th-level power of any other paragon 
path for which you qualify or a 19th-level daily attack 
power from one of your classes. 


Shape of the Traveler Traveler’s Harlequin 
_Utility 12 


They say the Traveler walks the world unrecognized because it 
can appear as anyone. You can do much the same. 


Encounter ♦ Divine, Polymorph 
Minor Action Personal 

Effect: You alter your physical form to take on the appearance 
of any humanoid of Small or Medium size. Your clothing 
and equipment change size to fit you, but your statistics 
do not change. The new form lasts until you return to your 
natural form as a minor action or use this power again. 

Any creature that attempts to see through your ruse makes 
an Insight check opposed by your Bluff check, and you gain 
a +5 bonus to your check. 


SAME RULES, 
D1EEERENT DEITY 


Traveler’s Harlequin 
Powers 


Traveler’s Mummery Traveler’s Harlequin 
Attack 11 


Your free spirit swells outward as you mock your foes and 
caper about the area. They follow your pantomime like pup¬ 
pets, and your allies follow them. 

Encounter ♦ Charm, Divine, Psychic 
Standard Action Close burst 2 

Effect: Before the attack, you shift 2 squares. 

Target: Each enemy in burst 
Attack: Your highest ability + 6 vs. Will 
Level 21: Your highest ability + 9 vs. Will 
Hit: 2d6 + your highest ability modifier psychic damage, and 
you slide the target 2 squares, and one ally in the burst can 
shift 2 squares. 


In other campaign settings, the character ele¬ 
ments in this article can still apply. Sehanine or 
Avandra are closest to the Traveler among the 
core D&D deities. Sehanine has more of the 
shapechanging and trickster flair, while Avandra 
has the “take your fate into your own hands” and 
“nothing is permanent” themes down. Brando- 
baris, free-spirited exarch of Sheela and thereby 
Chauntea, is the most likely counterpart to the 
Traveler in Faerun. 

OTHER CHARACTER 
ELEMENTS 

Consider character elements that let you change 
your appearance, mess around with probabili¬ 
ties, deceive others, and/or move freely. When 
possible, change the flavor to support your idea 
of the Traveler. If any requirement on a character 
element requires you to worship another deity, 
ask your DM if you can change that deity to the 
Traveler. Here are some examples. 


December 2009 | DRAGON 382 










Channel Divinity.- The Traveler 



1 Paragon Paths 

■ 

1 Epic Destinies 


Imposter’s Armor 

Adventurer’s Vault 

Assassin: Obsidian Stalker 

Dragon 379 

Dark Wanderer 

Martial Power 

loun Stone of Perfect Language 

Adventurer’s Vault 

Avenger: Unveiled Visage 

Player's Handbook 2 

Deadly Trickster 

Player’s Handbook 

Liar’s Trinket 

Adventurer’s Vault 

Avenger: Weapon of Fortune 

Divine Power 

Eternal Seeker 

Player’s Handbook 

Luckbender Gloves 

Adventurer’s Vault 

Barbarian: Wildrunner 

Player's Handbook 2 

Free Soul 

Dragon 376 

Luring Withdrawal Armor 

Player’s Handbook 2 

Bard: Cunning Prevaricator 

Player's Handbook 2 

Harbinger of Doom 

Player's Handbook 2 

Moonlight 

Adventurer’s Vault 

Bard: Karmic Shaper 

Arcane Power 

Keybearer 

Dragon 372 

Potion of Mimicry 

Adventurer’s Vault 

Bard: Student of the Seven 

Player’s Handbook 2 

Lord of Fate 

Arcane Power 

Pouncing Beast Armor 

Player’s Handbook 2 

Druid: Blood Moon Stalker 

Player’s Handbook 2 

Mythic Spirit 

Primal Power 

Radiant Temple Uniform 

Adventurer’s Vault 2 

Druid: Spiral Wind’s Ally 

Primal Power 

Reincarnate Champion 

Primal Power 

Ring of Freedom of Movement 

Adventurer’s Vault 

Druid: Whirling Samara 

Primal Power 

Revered One 

Player’s Handbook 2 

Ring of the Forgetful Touch 

Adventurer’s Vault 

Gnome: Fey Beguiler 

Player’s Handbook 2 



Robe of Avoidance 

Adventurer’s Vault 2 

Human: Adroit Explorer 

Player’s Handbook 2 

1 Magic Items and Boons 


Sandals of Avandra 

Adventurer’s Vault 

Paladin: Gray Guard 

Divine Power 

Avandra’s Boon of Escape 

Dungeon Master’s Guide 2 

Sehanine’s Mark of the Dark Moon Adventurer’s Vault 





Paladin: Questing Knight 

Divine Power 

Avandra’s Ring 

Adventurer’s Vault 

Serpentskin Armor 

Adventurer's Vault 

Ranger: Horizon Walker 

Martial Power 

Avandra’s Whisper 

Adventurer’s Vault 

Shadowdancer’s Mask 

Adventurer’s Vault 2 

Ranger: Pathfinder 

Player’s Handbook 

Boots of Caiphon 

Adventurer’s Vault 2 

Shroud of Ravens 

Adventurer’s Vault 2 

Rogue: Daring Acrobat 

Player’s Handbook 

Boots of the Fencing Master 

Adventurer’s Vault 

Skald’s Armor 

Player's Handbook 2 

Rogue: Gatecrasher 

Manual of the Planes 

Boots of Surging Speed 

Dungeon Master’s Guide 2 

Staff of the Blinking Artifice 

Eberron PldVMs Guide 

Rogue: Master Infiltrator 

Player’s Handbook 

Choker of Eloquence 

Adventurer’s Vault 

Stone of Avandra 

Adventurer’s Vault 

Shadar-Kai: Abiding Reaper 

Dragon Annual 

Cil Lyre 

Player’s Handbook 2 

Trickster’s Mask 

Adventurer’s Vault 

Shaman: Disciple of the Winds 

Primal Power 

Defiant Boots 

Adventurer’s Vault 

Whistle of Warning 

Adventurer’s Vault 2 

Shaman: Seasons’ Herald 

Primal Power 

Diplomat’s Table 

Adventurer’s Vault 2 

About the Author 


Swordmage: Ghost Blade 

Arcane Power 

Eyes of Deception 

Adventurer’s Vault 


Swordmage: Sage of Fate’s Bonds 

Arcane Power 

Face-Stealing Ring 

Adventurer’s Vault 

ine most mysterious oi tne mne-ana-Mx, i^nns aims is 
neither rhilH nnr narent to anv nther and in the rnllerted 

Warden: Child of the North Wind 

Primal Power 

False Blood Amulet 

Seekers of the Ashen Crown 

pantheon. He is the only god said to 

i walk the face of Eberron 

Warlock: Hexer 

Arcane Power 

Feinting Gloves 

Adventurer’s Vault 

in body, as well as spirit, but his mastery of form prevents any 

Warlock: Planeshifter 

Arcane Power 

Fickle Twilight Totem 

Eberron Player’s Guide 

mortal from ever recognizing him. The sovereign of cunning, 

Warlord: Borderlands Marshal 

Martial Power 

Flute of the Dancing Satyr 

Player’s Handbook 2 

embrace change, whether physical i 
contributed to D&D works too num 

rr philosophical. He has 
erous to mention here. 

Warlord: Commando Captain 

Martial Power 

Fragrance of Authority 

Adventurer’s Vault 


Warlord: Twiceborn Leader 

Martial Power 

Gambler’s Weapon 

Adventurer’s Vault 

Wizard: Arcane Wayfarer 

Arcane Power 

Gem of Colloquy 

Adventurer’s Vault 

Wizard: Unseen Mage 

Arcane Power 

Goblin Stompers 

Adventurer’s Vault 

Wizard: Weaver of Chance 

Arcane Power 

Great Cat Armor 

Adventurer’s Vault 2 


Hat of Disguise 

Adventurer’s Vault 

Hexer’s Rod 

Adventurer’s Vault 2 


2009 | DRAGON 382 
























L ■{ 


Dark Awakenings 


Camping in a 
world full of 
supernatural 
dangers is 
rarely safe. 
You’re about to 
find out why. 


by Chris Sims 

illustrations by 
Wayne England 

cartography by 
Jason A. Engle 







Dark Awakenings 


PLAY MATERIALS 

This adventure assumes you are familiar with the 
D&D game rules. It also assumes you have access to 
the rules from the Player’s Handbook or the D&D Test 
Drive . All other information you need is provided here. 

Basic Setup 

♦ Create a lst-level character or use one of those 
provided with this adventure. Do not equip your 
character with more than weapons and armor. Your 
character also starts with two healing potions on your 
belt, or one if your role is leader. You may find other 
useful items as you adventure. 

♦ You also have access to Splug, your character’s 
goblin sidekick, during some or all of the encounters. 
Familiarize yourself with Splug (see page 87). Splug 
looks to your character for guidance and protection, 
but he can be helpful in the quest, especially if your 
character is a leader or someone who benefits from 
combat advantage or similar tactical edges. 

♦ The adventure refers to your character and 
Splug as “heroes.” Whenever you see that word or a 
variation of it such as “hero,” the adventure is talking 
about your character and/or Splug. 


Encounter Format 




Basic Play 

Take a moment to familiarize yourself with the Basic 
Monster Tactics. Specific encounters expand on these 
assumptions. The Monster Abilities section is only 
important if you need to know more about a crea¬ 
ture’s specific capabilities during an encounter. 

The adventure includes small maps you can print 
out and markers for the heroes and the monsters. Use 
these to help you play. 

Unless otherwise indicated by circumstances, you 
can take as many short rests as you want in a given 
area when no monsters are nearby to bother you. 

You cannot take an extended rest during this 
adventure. 

Keep a record of what you leave behind and where. 
If you return to an area where you left items, they will 
probably still be there. 

If your character falls unconscious and Splug 
cannot rescue you, your adventure is over. If Splug 
might rescue you, attempt death saving throws as 
normal and act as Splug until your character regains 
consciousness. If an encounter ends and you are 
unconscious, assume Splug wakes you up. 

The numbered paragraphs which describe your 
choices during the adventure are gathered at the end. 

When you’re ready, go to encounter 1, page 77. 


Setup: This section tells you what’s in an encoun¬ 
ter and how to begin it. It also describes the initial 
situation. 

Options: During an encounter, you can try any 
options shown here in addition to normal combat 
rules options. 

Monster Statistics Blocks: These are essentially 
monster character sheets used to run the monster 
during a fight. 

Monster Tactics: In addition to the Basic Monster 
Tactics, use these to determine how the monsters act. 

Features of the Area: If you need to know how 
terrain or another aspect of the encounter area works 
and that information isn’t in your Options, look here. 

Conclusion: For more options after combat con¬ 
cludes, see this section. 


mber 2009 | DRAGON 382 



Decer 






Dark Awakenings 


Basic Monster Tactics 

During play, you move and act for your character nor¬ 
mally, but you also move the monsters and carry out 
their actions. Here are some guidelines that apply to 
every encounter. 

♦ Specific tactics refer to “targets.” Unless your 
character is controlling a monster through the use of 
a power, the monster considers heroes to be targets. 

If your character is controlling a monster, you deter¬ 
mine what it considers to be a target while you control 
the monster. 

♦ Consult the area map in each encounter for the 
starting location of the heroes and the monsters. 

♦ When combat begins, roll initiative for each 
hero and each monster. Record the initiative order. 

♦ Monsters move as needed to place themselves so 
they can attack. If they have ranged attacks, they will 
stay as far away as possible while still being in close 
range. If they have only melee attacks, they try to 
move adjacent. They always attack the nearest target. 
If heroes are equally close, the monster attacks or 
moves toward your character. 

♦ Avoid moving or acting in any way that provokes 
opportunity attacks or triggers marks unless the mon¬ 
ster has no other option. 

♦ Monsters always try to move or shift into flank¬ 
ing positions for their melee attacks when possible. 

♦ Specific tactics might tell you a monster attacks 
a random target among multiple targets. If this hap¬ 
pens, roll ld6. On a result of 1-3, the monster attacks 
your character; on a result of 4-6, the monster attacks 
Splug. 


Monster Abilities 

Here are a few definitions of monster abilities for your 
reference while playing this adventure. 

Blindsight goes out to an indicated number of 
squares. Within the given number of squares, blind- 
sight allows a monster to “see” creatures and objects 
even if it’s blind and even if the subject is hidden or 
invisible. 

A blind creature relies on special senses, such as 
blindsight, to see within a specified range, beyond 
which the creature can’t see. The creature is immune 
to gaze attacks and cannot be blinded. It can hear 
where a hero is and move to attack that hero, unless 
the hero succeeds on a Stealth check opposed by the 
monster’s Perception check. 

A creature that has a climb speed can move on 
vertical surfaces at that speed without making Ath¬ 
letics checks to climb. While climbing, the creature 
ignores difficult terrain and doesn’t grant combat 
advantage because of climbing. Spider climb allows 
the creature to travel along surfaces such as ceilings 
without making any check. 

A creature that has a fly speed without (hover) 
flies 2 or more squares on each of its turns. If it 
cannot do so, it crashes to the ground, landing 
prone. While flying, such a creature can neither 
make opportunity attacks nor shift. It only provokes 
opportunity attacks for leaving its starting square 
each turn. 

Hover allows a creature that has a fly speed to 
shift and make opportunity attacks while flying. It 
can also keep flying without moving on its turn. It still 
crashes if knocked prone and provokes opportunity 
attacks for leaving a starting square without shifting. 




A monster’s encounter power can only be used 
once per encounter, just like a hero’s encounter 
power. 

If a creature is immune to something, it takes no 
damage from attacks that deal that type of damage. 

Resist indicates a number and a damage type. If 
an attack that has the indicated damage type hits the 
monster, reduce the damage by that amount (mini¬ 
mum 0 damage). 




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Dark Awakenings 


ENCOUNTER 1 

Setup 


Read: 

You dream of shaking earth and screams, the smell of rot 
and dark laughter. Burning eyes glare back at you in the 
dream. The vision changes with the smell of turned earth 
and wet leaves and a crushing weight on your chest. You 
feel warmth nearby and see a source of blurred, yellow light. 
Then something cracks loudly, followed by a shrill scream. 

You wake with a start, still in your bedroll, and realize 
a thin, black root grasps you by your legs and torso. It’s 
pulling you toward a large chasm in the ground on one 
side of what appears to be a ransacked campsite under a 
looming hillside on all sides except the east. The warm 
light turns out to be a campfire in the dimness of dawn, 
crackling as it slowly dies. Other roots reach out through 
the camp. 

You remember that someone else should be here, your 
companions, but you know little else, especially why you’re 
here. Another shrill scream draws your eye to a small form 
struggling with another vine. It’s a goblin in rather fine 
clothing and armor for his ilk. 

His bulging eyes fall onyou. “Please help poor Splug! 
Please!” He says a name, andyou remember that it’s yours 
and that Splug is your friend. You and he are about 15 or 
20 feet from the edge of the hole. It’s time to act. 

♦ Splug (S) 

♦ You (PC) 

♦ 6 tainted roots (R) 



At the start of the battle, heroes have no weapon 
drawn. Combat begins now, and it ends only if you 
defeat all the monsters or you are defeated. Alterna¬ 
tively, if you’re not grabbed, you can run away—see 
Conclusion. 


Options 

Campfire: If a creature enters the campfire 
square, go to 065, page 92. 

Chasm: You can look into the chasm from an adja¬ 
cent square. See Conclusion. 

Knowledge Checks: You can take a minor action 
to assess your situation with a DC 15 Arcana (trained 
only), Dungeoneering, or Nature skill check. If you 


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Dark Awakenings 


succeed on an Arcana check, go to 133, page 98. If 
you succeed on a Nature or Dungeoneering check, go 
to 027, page 89. If you fail, you learn nothing useful 
and cannot use the same skill again for this purpose 
in this encounter. 

Tents: If a hero is adjacent to a tent and has a free 
hand, the hero can grab a tent as a minor action. If 
you do, go to 103, page 96. 

Trees: If a hero is adjacent to a tree and has a free 
hand, the hero can grab a tree as a minor action. If 
this happens, go to 081, page 94. 


6 Tainted Roots (R) Level 1 Controller Mir 

Medium aberrant animate (blind, plant) XP 25 


Initiative +3 Senses Perception +6; blindsigbt 5 

HP 1; a missed attack never damages a minion. 

AC 15; Fortitude 13, Reflex 14, Will 12 
Speed 2, climb 2 (spider climb) 

© Grasp (standard; must not be grabbing an enemy; at-will) 
Reach 2; +6 vs. AC; 4 damage, and the target is grabbed 
and pulled adjacent to the root. 

+ Drag (standard; at-will) 

Targets an enemy grabbed by the tainted root; +5 vs. 
Fortitude; 2 damage, and the tainted root shifts 1 square 
and slides the target 1 square to a square adjacent to the 
tainted root. 

Snaky Body 

A tainted root ignores difficult terrain. 

Alignment Unaligned Languages - 

Str 14 (+2) Dex 17 (+3) Wis 12 (+1) 

Con 14 (+2) Inti (-5) Cha 4 (-3) 


Monster Tactics 

When a tainted root has a standard action, is 
adjacent to one or more targets, and it isn’t grabbing a 
target, it makes a grasp attack against a random adja¬ 
cent target. If the tainted root is grabbing a target, it 
makes a drag attack against that target. 

A tainted root attempts to drag a target it is grab¬ 
bing into the chasm. When a hero falls (or jumps) into 
the chasm, make note of the number of the square 
where that hero fell. If you fall in before Splug, go to 
007, page 88. If Splug falls in before you, go to 022, 
page 89. If you fall or jump in anytime thereafter, 
make a note of the numbered square you fall or jump 
into, then go to 058, page 92. 

A tainted root does not willingly enter the camp¬ 
fire square. 


-_ 

Features of the Area 

Campfire: The campfire is dying but hot. It illu¬ 
minates the campsite with bright light. 

Tents: Corners of a tent do not block movement, 
but tent squares are difficult terrain. A creature 
inside a tent cannot be attacked unless its attacker is 
inside the tent, too. 

Trees: Tree squares are difficult terrain. 

Conclusion 

Chasm: If you investigate the chasm, go to 131, 
page 98. 

Run Away: You can run away to the east. If you 
do, go to 014, page 89. 

Search the Campsite: If you take a moment to 
search the campsite, go to 113, page 96. 


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ENCOUNTER 2 


Setup 

Leaving Splug Alone: If Splug spent more than 3 
rounds in this encounter alone, go to 052, page 91. 

When you arrive and look around, read: 

You’re in a large cave. Ambient green light allows you to see 
clearly. The chasm is above you now, an opening in the cave 
roof about 10 feet up. You’re in a luminous green stream of 
water that flows from a hole in the northern cave wall, and 
the cave slopes upward toward that direction. The current is 
pretty strong. Part of the cave to the west is obviously hewn 
stone, and another stream flows from that passage. From 
your vantage, you can’t see much of that tunnel. 

With a squelching sound, a sickly-looking blue ooze 
surfaces and starts to approach. Movement in other parts 
of the cave indicates more creatures, including a couple 
of those black, mobile roots near the southern wall. The 
stream plunges into another cavern there, roiling fiercely. 

Nearby, a long, inanimate root dangles in the water, 
looking like you could swing on it or hold onto it. 

♦ 2 tainted roots (R) 

♦ 4 tainted oozes (O) 

♦ Stream exit (X) 

♦ Dangling Root (D) 

Combat begins now. 


Rushing Stream 

The stream is a hazard to all creatures except the 


-^ _ 

Rope: If you dropped a rope into the cavern, 
heroes can climb back up it (go to 073, page 93). Any 
monsters left here give pursuit. 

Monster Tactics 


Rushing Stream 


The stream drags you toward the cavern into which the water 

Trigger: A creature starts its turn in the water. 

Attack: +5 vs. Fortitude 

Flit: The target slides 2 squares toward the “X” squares, ending 
the slide in a water square. 

If a hero starts a turn in an X square, the hero is sub¬ 
ject to the attack (Splug first). If the attack hits you, 
go to 083, page 94. If the attack hits Splug, go to 064, 
page 92. 

Options 

Dangling Root: If a hero is adjacent to a root and 
has a free hand, the hero can grab the root as a minor 
action (go to 018, page 89, to do so). The root also 
looks like a hero could swing on it; to try, go to 089, 
page 94. A hero can also climb up the root; go to 031, 
page 90, to do that. 

Knowledge Checks: You can take a minor action 
to assess your situation with a DC 15 Arcana (trained 
only), Dungeoneering, or Nature skill check. If you 
succeed on an Arcana check, go to 122, page 97. If 
you succeed on a Nature or Dungeoneering check, go 
to 048, page 91. If you fail, you learn nothing useful 
and cannot use the same skill again for this purpose 
in this encounter. 

Northern Passage: If you move so you have clear 
line of sight into the northern passage, go to 039, 
page 90. 


Tainted Roots 

Whenever a tainted root is adjacent to one or more 
targets, has a standard action, and it isn’t grabbing a 
target, it makes a grasp attack against a random adja¬ 
cent target. If the tainted root is grabbing a target, it 
makes a drag attack against that target. 

A tainted root does not move, so it will start its next 
turn in water unless it is grabbing a target. It climbs to 
avoid the water. 

A tainted root attempts to drag a target it is grab¬ 
bing into the water close to a stream exit square (X). 


Rough Rocks: Rock squares marked with triangles 
(A) are difficult terrain. 


Tainted Oozes 

Whenever a tainted ooze is adjacent to one or more 
targets and has a standard action, it makes a slam 
attack against a random adjacent target. If it hits, it 
slides the target toward a square marked X. 

Teatures oe the Area 


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2 Tainted Roots (R) Level 1 Minion Controller 

Medium aberrant animate (blind, plant) XP 25 each 


Initiative +3 Senses Perception +6; blindsight 5 

HP 1; a missed attack never damages a minion. 

AC 15; Fortitude 13, Reflex 14, Will 12 
Speed 2, climb 2 (spider climb) 

© Grasp (standard; must not be grabbing an enemy; at-will) 
Reach 2; +6 vs. AC; 4 damage, and the target is grabbed 
and pulled adjacent to the root. 

•)* Drag (standard; at-will) 

Targets an enemy grabbed by the tainted root; +5 vs. 
Fortitude; 2 damage, and the tainted root shifts 1 square 
and slides the target 1 square to a square adjacent to the 
tainted root. 

Snaky Body 

A tainted root ignores difficult terrain. 

Alignment Unaligned Languages - 

Str 14 (+2) Dex 17 (+3) Wis 12 (+1) 

BIpk-i) | 


4 Tainted Oozes (O) Level 1 Minion Controller 

Medium aberrant animate (blind, ooze) XP 25 each 


Initiative +2 Senses Perception +4; blindsight 5 

HP 1; a missed attack never damages a minion. 

AC 13; Fortitude 14, Reflex 13, Will 12 
Immune gaze, pull/push/slide; Resist 5 acid 
Speed 4, climb 2, swim 2 
© Slam (standard; at-will) ♦ Acid 

+4 vs. Fortitude; 3 acid damage, and the target slides 2 
squares. 

Oozy Body 

A tainted ooze ignores difficult terrain. 

Alignment Unaligned Languages - 

Str 12 (+1) Dex 14 (+2) Wis 12 (+1) 



Conclusion 

Frog Pipe: Investigate the sparkly eyes by going to 
043, page 91. A hero can climb into this pipe from an 
adjacent square by going to 108, page 96. 

Investigation: You can attempt the same knowl¬ 
edge checks detailed in the Options section. You can 
also search the area by making a Perception check 
and going to 015, page 89. 


Rope: If you climbed down into this area using a 
rope, see options. Also, if you tied the rope to the tree 
closest to the chasm in encounter 1, you can cut off 20 
feet of excess rope and carry it with you. 

Stream Exit: Someone standing adjacent to the X 
squares can easily see an open cavern with light at the 
other end. A hero can dive through by attempting an 
Athletics check and going to 026, page 89. 


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Dark Awakenings 





ENCOUNTER 3 


Setup 

Heroes arrive in the Start Area. 

Leaving Splug Alone: If Splug spent more than 2 
rounds in this encounter alone, go to 001, page 88. 

When you arrive, read: 

You’ve arrived in another natural cave illuminated by green 
light. Agiowing green streamflows into the chamber at 
the northwest and flows out again through a gravel-filled 
opening in the east. A pool of similar liquid has collected 
in the southwestern corner, bubbling and churning as if 
disturbedfrom underneath. Other than some rubble, the 
room’s only other feature is the broken wall to the west, 
leading to what looks like a landing of worked stone. 

Near the pool along the southern wall, you spot a black, 
plantlike pod with writhing tendrils much like the tainted 
roots you’ve fought before. A chirping sound, barely audible 
above the water’s gurgling, draws your attention to sizable 
green bats hanging on the walls. 

♦ 3 tainted bats (B) 

♦ 1 tainted root pod (R) 

Be sure to remember any effect the swim into this 
room had on the heroes. When the heroes arrive, 
it’s clear the monsters aren’t immediately aware of 
intruders. Each hero can attempt a Stealth check 
by going to 085, page 94, or you can begin combat 
normally. 


Options 

Glowing Pool: If a monster enters the pool, go 
to 046, page 91. You can use a standard action to 
throw, drop, or poke an object, such as a loose rock 
from the floor, into the pool by going to 119, page 97. 
When any hero first enters the pool, go to 90, page 
95. When a hero starts a turn in the pool, go to 030, 
page 90. 

Knowledge Checks: You can take a minor action 
to assess your situation with a DC 15 Arcana (trained 
only), Dungeoneering, or Nature check. If you suc¬ 
ceed on an Arcana check, go to 005, page 88. If you 
succeed on a Nature or Dungeoneering check, go to 
051, page 91. If you fail, you learn nothing useful and 
cannot use the same skill again for this purpose in 
this encounter. 


Worked Stone Area: When you move adjacent to 
this area, attempt a Perception check and go to 114, 
page 96. If a hero enters or touches a square in this 
area, assuming you know nothing to the contrary, go 
to 097, page 95. 


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Dark Awakenings 



Monster Tactics 

Tainted Bats 

Instead of moving as basic monster tactics dictate, a 
tainted bat uses flybv attack whenever possible. 

If it crashes, the tainted bat stands up on its turn, 
then it attacks from the ground if flying away would 
provoke opportunity attacks. It flies again as soon as it 
can do so without provoking an opportunity attack. 

Tainted Root Pod 

Whenever the tainted root pod has one or more 
targets in reach, is not grabbing a target, and has a 
standard action, it makes a root lash attack against a 
random adjacent target. 

Whenever the tainted root pod has a target 
grabbed and has a standard action, it uses constrict on 
the target it is grabbing. 

Whenever the tainted root pod grabs a target or 
is grabbing a target, it uses pulling roots as its move 
action that turn. It pulls the grabbed target toward the 
worked stone area to the west. If it successfully pulls a 
hero to that area, go to 097, page 95. 


-_ 

Features of the Area 

Glowing Pool: Pool squares are difficult terrain. 
Rough Rocks: Rock squares marked with tri¬ 
angles (A) are difficult terrain. 

Stream: The stream squares in the north are dif¬ 
ficult terrain. 

Conclusion 

Glowing Pool: See Options. 

Investigation: You can attempt the same knowl¬ 
edge checks detailed in the Options section. You can 
also search the area by making a Perception check 
and going to 075, page 93. 

Tainted Root Pod: If you kill the pod, go to 024, 
page 89. 

Worked Stone Area: See Options. 


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Dark Awakenings 


ENCOUNTER 4 


Setup 

When you arrive and get a look around, read: 

This chamber is shaped like one-quarter of a circle with a 
small chamber attached in the west and an area of rune- 
covered stonework in a wide alcove to the east. Near the 
center of the arc of the western wall is a glowing circle of 
arcane sigils with drifts of dark dust on it. It illuminates the 
room with bright, blood-red light. 

In the open doorway to the western chamber, a dark, 
thin humanoid sways, growls, and gurgles, its green 
glowing eyes sweeping the room. Behind it, the light of the 
sigil reveals a ladder in the shadows of the small chamber. 
Two shapes, each like the upper half of a human made of 
dark smoke,float in the corners. 

The humanoid groans, and the wispy shapes shriek. 

♦ 2 tainted wisps (W) 

♦ 1 tainted zombie (Z) 

This area is open to encounter area 3—you can con¬ 
nect the maps, if you want to do so, by laying the 
8-square runed start area over the 8-square worked 
stone area of encounter 3. 

Combat begins as soon as you enter this chamber. 

Options 

Knowledge Checks: You can take a minor action 
to assess your situation with a DC 15 Arcana (trained 
only) or Religion (trained only) check. If you succeed 
on the Arcana check, go to 136, page 98. If you suc¬ 
ceed on the Religion check, go to 013, page 88. If 



you fail, you learn nothing useful and cannot use the 
same skill again for this purpose in this encounter. 

Ladder: If a hero moves within 2 squares of the 
ladder, go to 068, page 92. 

Sigil Circle: If a hero enters the circle—any square 
the circle touches—go to 104, page 96. If a hero hasn’t 
entered the circle by the first time a monster attacks 
from a square the circle touches go to 099, page 95. 
When a wisp drops to 0 hit points or a hero dies in 
the circle, go to 034, page 90. 






Monster Tactics 

Tainted Zombie 

If the tainted zombie starts its turn adjacent to an 
immobilized target, the zombie uses its bite attack on 
that target. 

If the tainted zombie is reduced to 0 hp, go to 082, 
page 94 when its next turn would start. 

Conclusion 

Ladder: If you haven’t examined the ladder before 
now, you can move close to it and go to 068, page 92. 

Investigation: You can attempt the same knowl¬ 
edge checks detailed in the Options section. You can 
also search the area by making a Perception check 
and going to 050, page 91. 


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ENCOUNTER 5 


Setup 

When you arrive, read: 

This area is another natural cavern, with dim light coming 
from a nearby room of worked stone to the north. A natural 
column blocks your view of that area. Water cascades down 
the wall to the east and into the hole here. The terrain is 
rocky, and further to the east, a deep darkness pervades. 
Clusters of strange mushrooms grow to the south, lending a 
fungal smell to the wet scent of the cave. A strange, pungent 
odor that has an acidic edge seeps from the north. 

If the hero that came up first has at least 15 feet of 
rope, the rope can be dropped to the other hero by 
going to 002, page 88. 

Options 

Darkness: If you have darkvision, go to 054, page 
92. If you have a light source, go to 092, page 95. To 
enter the darkness with light, go to 036, page 90. To 
enter without light, go to 112, page 96. If you have 
reason to wonder whether monsters can see in the 
darkness, go to 125, page 97. 

Mushrooms: These mushrooms smell earthy but 
pleasant. You can attempt a Nature or Dungeoneering 
check to examine them (standard action) by going to 
057, page 92. You can taste one (go to 020,19). Or 
you can ignore the mushrooms and get back to other 
options. 

Worked Stone Area: If you look or move into this 
area, go to 049, page 91. 


Features of the Area 


A 3 


Hole: This hole drops 15 feet (ldlO damage from 
a fall) to encounter 2, page 88. 

Mushrooms: Mushrooms are normal terrain, but 
if a creature enters a mushroom square, go to 129, 
page 97. 

Rough Rocks: Rocks marked with triangles (A) 
are difficult terrain. 


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Dark Awakenings 


ENCOUNTER 6 


Setup 

When you can see into the area, read: 

This room is carved from the rock with hints that it too was 
once a natural cavern. Magical orbs of light floating in the 
northern corners reveal two small tables and a larger one, 
all of them covered in papers and strange glass devices and 
containers. To the west is a bookcase, filled floor to ceiling, 
in the center of the wall. On the northern wall is a much 
longer case filled with books, scrolls, and curiosities. To the 
south, the room has a natural column and opens into a 
cavern where you can hear waterflowing. 

A skeletally thin, gray-skinned humanoid in robes works 
at the long table in the center of the room. His eyes glow, 
and it seems unlikely he’s alive. 



^-^ 

Two shapes, each like the upper half of a human made 
of dark smoke, float along the northern wall, near the 
bookcase there. 

♦ 1 mage wight (M) 

♦ 2 tainted wisps (W) 

Combat begins if you initiate it. You can instead wait, 
giving up any surprise you might have (go to 124, 
page 97). 

Options 

Knowledge Checks: You can take a minor action 
to assess your situation with a DC 15 Arcana (trained 
only) or Religion (trained only) check. If you succeed 
on the Arcana check, go to 010, page 88. If you suc¬ 
ceed on the Religion check, go to 084, page 94. If 
you fail, you learn nothing useful and cannot use the 
same skill again for this purpose in this encounter. 

Run Away: You can flee through any exit you 
know of. The monsters pursue you into the new area. 

For an example, see Southern Exit. 

Southern Exit: You can take the fight through the 
southern exit. If you do, add the map and information 
for encounter 5 to this area. The monsters pursue 
fleeing heroes. 

Tables: To move into a table square, you must 
clamber atop a table as a move action or jump onto 
the table as part of a move action. Jumping up on a 
table instead requires 1 square of movement (Athlet¬ 
ics DC 12). Failing this check means you stop moving 
and your move action ends. If you fail by 5 or more, 
you also fall prone in the square you started the jump 
in. If you successfully move through table squares, go 
to 127, page 97. 


Medium natural humanoid (undead), wight 


Initiative +3 Senses Perception +6; darkvision 

HP 46; Bloodied 23 
AC 17; Fortitude 14, Reflex 15, Will 16 
Immune disease, poison; Resist 5 necrotic 

Speed 6, climb 3_ 

© Claw (standard; at-will) ♦ Necrotic 

+8 vs. AC; 2d6 + 2 necrotic damage, and the mage wight 
pushes the target 2 squares. If the target is immobilized, it 
also loses a healing surge. 

•Y Deathchill Bolt (standard; at-will) 4 Cold, Necrotic 
Ranged 10; +7 vs. Reflex; 1d8 + 3 necrotic damage, and 
the target is immobilized (save ends). 

4? Spirit-Chilling Burst (standard; encounter) 4 Cold, Necrotic 
Close burst 2; targets immobilized enemies; +6 vs. 
Fortitude; 1d6 + 3 cold and necrotic damage, the target 
loses a healing surge, and two deathchill wisps appear in 
squares adjacent to the target. The wisps act just after the 
mage wight in the initiative order. Miss; 1d6 + 3 cold and 
necrotic damage, and one deathchill wisp appears next to 
the target. 

Alignment Evil Languages Common 
Skills Arcana +9, Dungeoneering +5, Nature +5 
Str 10 (+1) Dex 14 (+3) Wis 9 (+0) 

Con 14 (+3) Int 16 (+4) Cha 18 (+5) 


Initiative +7 Senses Perception +2; darkvison 

HP 1; a missed attack never damages a minion; see incorporeal 
form. 

AC 15; Fortitude 12, Reflex 14, Will 13 
Immune disease, poison 
Speed fly 6 (hover) 

© Tainted Caress (standard; at-will) ♦ Psychic 
+5 vs. Reflex; 4 psychic damage. 

Incorporeal Form (when an attack hits the tainted wisp; 
encounter) 

Roll d20; on a 10+, the tainted wisp takes no damage. 
Alignment Chaotic evil Languages - 
Str 11 (+0) Dex 16 (+3) Wis 15 (+2) 

Con 13 (+1) Int 4 (-3) Cha 10 (+0) 


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Dark Awakenings 


Monster Tactics 
Mage Wight 

Use deathchill bolt if able to attack a target that 
isn’t immobilized. Do so even if it might provoke an 
opportunity attack or another sort of attack. However, 
before using deathchill bolt, the wight tries to move so 
it won’t be attacked for making this ranged attack. 

Use claw only if unable to leave melee safely to use 
deathchill bolt or if the wight is adjacent to an immobi¬ 
lized target when it starts its turn. 

Use spirit-chilling burst if the mage wight can attack 
all targets in the room by using the power. 

Use spirit-chilling burst if the wight is bloodied, has 
access to the power, and has even one immobilized 

As part of a move action, duck behind a table or 
bookcase to gain cover when possible. 


Features oe the Area 

Bookcases: These floor-to-ceiling shelves are 
blocking terrain for determining cover. 

Tables: A table is a low obstacle for determining 

Conclusion 

If the heroes defeat the monsters, go to 059, page 92. 
If not, your adventure has ended in defeat. 




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Dark Awakenings 


SPLUG 



Initiative +5 Senses Perception +1; low-light vision 

HP 26; Bloodied 13; Healing Surges 7 
AC 16; Fortitude 13, Reflex 15, Will 13 
Speed 6; see also mobile attack and goblin tactics 
© Longsword (standard; at-will) ♦ Weapon 
+8 vs. AC; 1d8 + 2 damage. 

Y Dagger (standard; at-will) ♦ Weapon 
Ranged 5/10; +8 vs. AC; 1d4 + 3 damage. 

Cringe (standard; at-will) 

Splug shrinks away from combat, gaining a +2 bonus to his 
defenses until the start of his next turn. An ally can make 
an at-will or charge attack as a free action in his stead. 
Goblin Tactics (immediate reaction, when missed by a melee 
attack; at-will) 

Splug shifts 1 square. 

Combat Advantage 

Splug deals 1d6 extra damage when he hits a target he has 
combat advantage against. 

Alignment Unaligned Languages Common, Goblin 

Skills Athletics +7, Bluff+7, Stealth +10, Thievery +10 
Str 14 (+2) Dex 17 (+3) Wis 12 (+1) 

Con 13 (+1) Int 10 (+0) Cha 15 (+2) 

Equipment leather armor, longsword, 2 daggers, healing potion 


Playing Splug 

On each of Splug’s turns, he likes to use cringe when 
he’s sure doing so will give you a free attack. To do so, 
Splug moves (or shifts, if that’s safer) away from the 
monsters, then he uses his cringe power. If using cringe 
won’t allow you to attack, Splug attacks with his long¬ 
sword or dagger. 

Splug prefers to move into positions that give him 
combat advantage against a target. He also prefers to 
attack targets granting him combat advantage. 

Whenever he can help it, Splug avoids moving into 
a position where monsters are coming at him from 
two or more sides. He ignores this preference when 
he can gain combat advantage by doing so. 

Splug won’t voluntarily go anywhere alone or first. 
He also won’t give you his equipment, although he 
will carry yours for you. During the game, you can try 
to convince Splug to do something he wouldn’t nor¬ 
mally do, such as give you his healing potion or climb 
into an unknown area ahead of you. To do so, note 
where you are, then go to 116, page 96. 

Splug likes you. If you’re unconscious and he has 
a healing potion, he does his best to administer the 
potion to you even at great risk to his own hide. 

During a short rest, Splug heals to full normal hit 
points if he can do so. He likes to save one surge for 
an upcoming encounter, but he does so only if using 
that surge during combat might benefit him more 
than using it during the short rest. O 

About the Author 

Chris Sims is a game designer whose recent credits include 
the 4th Edition Monster Manual and Dungeon Master’s Guide, as 
well as the Forgotten Realms Campaign Guide. 



mber 2009 | DRAGON 382 



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Dark Awakenings 


NUMBERED 

PARAGRAPHS 


001: Splug signals you from his hiding place in the 
spot indicated on this map. The monsters haven’t 
noticed him. Go back to encounter 2, page 79, and 
continue it. 



002: The climb up the pipe on the rope requires no 
check to succeed. Go back to encounter 5, page 84, 
and continue it. 

003: Splug disappears into the other cavern men¬ 
tioned in the room’s description. You can go back 
to encounter 2, page 79, and continue it, or you can 
instead follow Splug by going back to encounter 2, 
moving adjacent to the Stream Exit, and using that 
part of the Conclusion, page 80. 


-^_ 

whichever is most appropriate to how you entered the 
room. 


004: You throw the drink on a monster. Make this 
attack: 


Voyvod’s Drink 


The sweet, green liquid hurtles at your foe. 

Attack: +5 vs. Reflex 

Hit: i dl 0 acid and poison damage, and ongoing S acid 
damage (save ends). 

Miss: Half damage. 

Go back to encounter 6, page 85, and continue it. 

005: Weak residual magic pervades the area, 
although the pool in this room seems particularly 
strong. The monsters have been tainted magically. If 
you spend a minor action to investigate further, go 
to 078, page 93. Otherwise, go back to encounter 3, 
page 81, and continue it. 

006: The trap door opens easily, revealing a narrow 
passage that leads away into darkness. Mounting the 
ledge from the ladder to enter the passage requires 
a move action. If you proceed down the passage, go 
to 091, page 95. Or you can go back to encounter 4, 
page 83, and continue it. 

007: You plummet into the chasm, falling into water, 
taking ldlO damage from the fall, and landing prone. 
(If a tainted root is dragging you, it dies from the fall.) 
If the fall reduced you to 0 hit points, you quickly 
drown and your adventure is over. Otherwise, go to 
086, page 94. 

008: If each Stealth check result was 14 or higher, 
go to encounter 6, page 85, and start with surprise 
on your side. Otherwise, just go to encounter 6. 
Choose the western start area or northern start area, 


009: You pry out the gems easily in 2 rounds, and 
nothing dreadful happens. You now possess two 
green jewels worth 50 gp each. Go back to encounter 
2’s Conclusion, page 80, and choose another option. 


Oil: The runes seem charged with energy. You can 
try to disarm them using Arcana (trained only) or 
Thievery, a process that takes at least three successful 
checks requiring a standard action each. The DC for 
each check is 15. If you fail three times or fail once 
by 5 or more, go to 097, page 95. If you give up the 
attempt, go back to encounter 3, page 81, and con¬ 
tinue it. Success leads you to 028, page 89. 

012: Voyvod says, “Talk is at an end. Now, you will 
submit yourself to us. Come, drink this, and sleep 
until I have use for you.” Voyvod takes a cup from the 
table. If Splug is with you, go to 067, page 92. Other¬ 
wise, go to 105, page 96. 

013: The creatures here are undead tainted by foul 
magic. Armed with your knowledge, you can deal 2 
extra damage to them the first time you hit, or double 
that if you hit with a power that has the radiant 
keyword. If you spend a minor action to investigate 
further, go to 041, page 91. Otherwise, go back to 
encounter 4, page 83, and continue it. 


010: Strangely, magical emanations are not particu¬ 
larly strong here. Go back to encounter 6, page 85, 
and continue it. 


December 2009 | DRAGON 382 










Dark Awakenings 


014: You escape the frightful campsite and make 
it back to a nearby town. After a night in a warm 
inn bed, you awaken with your memory intact and 
the realization that you left your comrades to an 
unknown fate in the chasm. You can return to the 
chasm to rescue them by going back to encounter l’s 
Conclusion, page 78, and choosing another option, or 
you can end your adventure here. If Splug is with you, 
he can join you. If he was pulled into the chasm and 
you abandoned him, perhaps you’ll be able to rescue 
him along with your lost companions. 

015: It takes 1 minute (10 rounds) to look around the 
area and attempt a Perception check. You can take 
longer if you want-5 minutes allows you to take 10 
on the check. On a check result of 15 or higher go to 
126, page 97. Otherwise, go to 130, page 97. 

016: Undead are normally immune to poison, but 
this poison has a hint of acid. It might actually harm 
Voyvod! Go back to 033, page 90. 

017: The pool in the southwestern corner is definitely 
magical. You suspect it manipulates life force in a 
positive way. Return to encounter 3, page 88, and 
continue it. 

018: Grabbing the root grants a +2 bonus to Fortitude 
against the rushing stream hazard. Go back to encoun¬ 
ter 2, page 79, and continue it. 

019: You find nothing of interest. Go back to encoun¬ 
ter 4’s Conclusion, page 83, and choose another 
option. 


020: The mushroom actually tastes pretty good. The 
eater gains 10 temporary hit points (until expended 
or the end of your next short rest) but takes a -2 pen¬ 
alty to saving throws (save ends during combat, or this 
lasts until the end of your next short rest). Go back to 
encounter 5, page 84, and continue it. 

021: “Our magic has infused the creatures here. As 
we work, our creatures shall multiply. You shall be 
among them soon.” Go back to 124, page 97, and 
continue. 

022: Splug squeals like a terrified pig, and he disap¬ 
pears into the chasm. He splashes down, taking ldlO 
damage, followed by disconcerting silence. At least 
the root that dragged him into the chasm apparently 
died from the fall. Go back to encounter 1, page 77, 
and continue it. 

023: You sense that the magical emanations are 
stronger from the northern passage than any other 
part of the room. From the auras of the oozes, you can 
tell they have a magical origin, possibly alchemical. 
Go back to encounter 2, page 79, and continue it. 

024: All tainted roots in this adventure die. If you go 
to an area that has tainted roots in it, those roots are 
dead and no longer a threat. Return to the conclusion 
of encounter 3, page 82. 

025: You arrive at encounter 6, page 85, in the square 
shown here (PC); Splug arrives in the square marked 
(S). The monsters are aware of you. 



027: These black roots are natural roots tainted by 
some foul magic, and they’re mindless. They likely 
have a central control in some larger plantlike entity. 
Killing that creature is likely to render these roots 
harmless again. Go back to encounter 1, page 77, and 
continue it. 


028: Runes flare, pushing the rocks and dust off of 
them. The seemingly solid wall ahead of you vanishes. 
Go to encounter 4, page 83. You start in the start 
area, and you have surprised the monsters there. 
Remaining bats from encounter 3 follow you, but if 
the tainted root pod still lives, it does not. 


December 2009 | DRAGON 382 























Dark Awakenings 


029: Voyvod hurls the potion on the floor and attacks 
you! Go back to encounter 6, page 85, and begin 
combat. 

030: The hero regains 2 hit points. Each hero can 
regain a maximum of 14 hit points from the pool 
during this adventure. Go back to encounter 3, page 
81, and continue it. 

031: Athletics DC 10 to climb the root from the 
cavern floor. If climbing root D, go to 070, page 93. 
Otherwise, go to 117, page 96. 

032: You find nothing of interest. Go back to encoun¬ 
ter 3’s Conclusion, page 82, and choose another 
option. 

033: Having taken the drink, which is green and 
smells sweet and acidic, you can drink (go to 121, 
page 97), refuse to drink (go to 088, page 94), exam¬ 
ine the drink (go to 044, page 91), pretend you intend 
to drink (go to 038, page 90), or attack (go back to 
encounter 6, page 85, and start combat). Note this 
entry for later so you can do more with the drink 
(standard action in combat). During the fight, you can 
throw the drink on (as a melee attack) or at (ranged 
attack; range 5 squares) a monster by going to 004, 
page 88. 


034: The creature disintegrates into fine black dust, 
like that already collected in the circle. Go back to 
encounter 4, page 83, and continue it. 


035: Splug says, “You da boss!” You get what you want 
out of him, although he seems a little sulky if you 
intimidated him. Go back to what you were doing. 

036: Light only illuminates what you see on the map 
below. If you move further into the darkness, go to 
076, page 93. Otherwise, go back to encounter 5, page 
84, and continue it. 



037: You can fasten the rope to a tree and then use 
it to climb down (Athletics DC 5 to climb). Doing 
so takes 3 rounds. Make note of the number of the 
square where you drop the rope into the chasm. If you 
fall while climbing, go to 058, page 92. Otherwise, go 
to 128, page 97. 




038: Attempt a Bluff check (DC 10). If you succeed, 
go to 093, page 95. Otherwise go to 100, page 95. 




039: To the north is a clearly artificial pipe, jutting 
from the wall and spewing water into this chamber. 
The pipe is carved to look as if a demonic frog is hold¬ 
ing it, and the pipe itself looks big enough to enter. 
The frog’s eyes sparkle in the ambient light, which is 
brighter in this passage. Where the pipe spews water, 
a deeper, calmer pool has formed on leveler ground. 
It’s obvious that water within 3 squares of the pipe 
is difficult terrain but not a rushing stream hazard. 
Another swinging root dangles near the cave wall 
to the west. Mark your map with the information on 
this map, especially the second dangling root and its 
related outlined area, then go back to encounter 2, 
page 79, and continue it. 



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Dark Awakenings 


040: “Yes. You awakened and you could have escaped 
us. But you came to us instead. We must wonder why, 
but we will learn this in time without your telling us.” 
Go back to 124, page 97, and continue. 

041: Attempt a DC 16 check with the same skill, 
going to 074, page 93, if you succeed. Otherwise, go 
back to encounter 4, page 83, and continue it. 

042: You reach the bottom of the chasm, which ends 
in the ceiling of a cavernous chamber, with a stream 
10 feet below. You can climb back up (go to 069, page 
93), or you can jump down (go to 098, page 95). 

043: The frog’s eyes are green jewels. If you pry them 
out, go to 009, page 88. If you leave them, go back 
to encounter 2’s Conclusion, page 80, and choose 
another option. 

044: You can attempt an Arcana or Nature check 
(DC 15). Success leads you to 107, page 96. Failure 
tells you nothing and sends you back to 033, page 90. 

045: You see nothing unusual about the trap door. 
You can open it (minor action) and go to 006, page 
88. Or you can go back to encounter 4, page 83, and 
continue. 

046: The water releases steam or smoke, and the 
monster looks as if it finds the experience uncom¬ 
fortable but is otherwise unharmed. Go back to 
encounter 3, page 81, and continue it. 


047: “No. You are particularly strong, for you man¬ 
aged to awaken and resist. Voyvod needs you most of 
all.” Go to 012, page 88, and continue. 

048: The ambient glow isn’t natural; it’s probably the 
unintentional side effect of magic use. Monsters here 
are tainted by the same magic-the oozes could even 
be semisentient from the magically or alchemically 
polluted water. The tainted roots likely have a central 
control in some larger plantlike entity. Killing that 
creature is likely to render these roots harmless again. 
Go back to encounter 2, page 79, and continue it. 

049: The light is brighter deeper in the room. A table 
with papers and other objects on it sits a ways beyond 
the natural column to the west, and another similar 
table is visible to the north. You can return to encoun¬ 
ter 5, page 84, and continue it. You can instead move 
farther to the west or the north. To do so stealthily, 
attempt a Stealth check for each hero, then go to 008, 
page 88. Otherwise go to 120, page 97. 

050: It takes 1 minute (10 rounds) to look around 
the area and attempt a Perception check. On a check 
result of 10 or higher go to 110, page 96. Otherwise, 
go to 019, page 89. 

051: The room and the creatures within are clearly 
tainted by magic, and the plant here is likely the 
source of the animated roots you’ve encountered. Go 
back to encounter 3, page 81, and continue it. 


-^ _ 

052: When you arrive and look around, read: 

You’re in a large cave. Ambient green light allows you to see 
clearly. The chasm is above you now, an opening in the cave 
roof about 10 feet up. You’re in a luminous green stream of 
water that flows from a hole in the northern cave wall, and 
the cave slopes upward toward that direction. The current is 
pretty strong. Part of the cave to the west is obviously hewn 
stone, and another stream flows from that passage. From 
your vantage, you can’t see much of that tunnel. 

Splug is squeaking in terror, fending off sickly-looking 
blue oozes. One of those black, mobile roots grasps for him. 
Movement in other parts of the cave indicates more creatures, 
including another root near the southern wall. The stream 
plunges into another cavern there, roiling fiercely. 

Nearby, a long, inanimate root dangles in the water, 
looking like you could swing on it or hold onto it. 

Use this map for your setup, and reduce Splug’s (S) hit 
points by 6. Splug is in trouble! Go back to encounter 
2, page 79, and continue it, skipping the normal read¬ 
ing for your arrival. 



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Dark Awakenings 


053: “This was our tomb, a place of rest until our long 
sleep ended. Now it is our home and place of work. 
We shall sleep no more.” Go back to 124, page 97, 
and continue. 

054: Darkvision doesn’t penetrate this darkness. Go 
back to encounter 5, page 84, and continue it. 

055: If you got a check result of 15 or higher, go to 
Oil, page 88. If not, you learn little of value. Go back 
to encounter 3, page 81, and continue it. 

056: Go to encounter 5, page 84. You arrive in the 
start area. 

057: If your check result was 15 or higher, go to 087, 
page 94. Otherwise, go back to encounter 5, page 84, 
and continue it. 

058: You plummet into the chasm, falling into water, 
taking ldlO damage from the fall and landing prone. 
(If a tainted root is dragging you, it dies from the fall.) 
If the fall reduced you to 0 hit points, you quickly 
drown and your adventure is over. Otherwise, go to 
080, page 94. 


060: If the object was made of metal, go to 028, page 
89. Otherwise, go to 102, page 95. 

061: Bright light falls on walls as below, along with 
four fallen humanoid figures chained to the walls. 

If you investigate these figures, go to 137, page 98. 
Otherwise, go back to encounter 5, page 84, and con¬ 
tinue it. 





064: Splug screams like a tiny youngster and goes 
under the water. If you are in an adjacent square, you 
have a chance to grab him before he goes completely 
under by using a standard action on your turn. If you 
try this, go to 101, page 95. Otherwise, go to 003, 
page 88. 




065: The creature that entered the campfire square 
takes ld4 fire damage. That creature takes another 
ld4 fire damage each time it ends its turn in the fire. 
Being in the campfire square grants a +2 bonus to 
defenses against the tainted roots. Go back to encoun¬ 
ter 1, page 77, and continue it. 


066: You find nothing of interest. Go back to encoun¬ 
ter 3’s Conclusion, page 82, and choose another 
option. 


067: Splug starts to sidle forward with a sigh, as if 
he’s resigned to obeying Voyvod. Move him 1 square 
closer to Voyvod. If you accept the drink-not neces¬ 
sarily to drink it yet-move both heroes adjacent to 
Voyvod and go to 033, page 90. Refusal forces you to 
029, page 90. You can attack by going back to encoun¬ 
ter 6, page 85, and starting combat. 


059: You have thwarted the wight’s dark plans and 
rescued the wight’s prisoners, your adventuring com¬ 
panions. They awaken shortly after the wight dies, 
and they reunite with you. Your memory returns 
quickly, and the ordeal has netted surviving heroes 
500 experience points! In the lab, you recover your 
companions’ gear, and you also find 350 gp worth of 
valuables! Congratulations! This ends the adventure. 


062: Splug simply won’t do what you want, and seems 
a little hint that you’re pushing the issue. Really. Tears 
well up. You can attempt the check again with another 
skill. Or you can go back to what you were doing. 

063: Make an Athletics check to jump. A hero that 
jumps 2 or more squares (DC 10) makes it to the 
root and can use it to climb down (Athletics DC 5 to 
climb). A fall while jumping or climbing leads to 058, 
page 92. Otherwise, go to 106, page 96. 


068: The ladder leads up 10 feet to a stone trap 
door. If a hero climbs the ladder (no check required) 
and attempts to inspect the trap door, go to 132, 
page 98. To open the trap door (minor action), go to 
006, page 88. Otherwise, go back to encounter 4, 
page 83, and continue it. 


mber 2009 | DRAGON 382 



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Dark Awakenings 


069: Climbing the side of the chasm requires a 
successful DC 15 Athletics check. Make note of 
the number of the square where each hero enters 
the chasm. If you fall while climbing, go to 058, 
page 92. Otherwise, go to 042, page 91. Or go back 
to encounter l’s Conclusion, page 78, and make 
another choice. 

070: The root leads back up to the campsite in 
encounter 1, in the square shown here. A fall while 
climbing deals ldlO damage and lands the hero 
prone in the water in square “D.” Getting back to the 
campsite requires a jump across the chasm (Athlet¬ 
ics DC 10). If you go back to encounter 1, page 77, 
choose a conclusion option there. If all heroes leave 
encounter 2 this way, any monsters left in encounter 
2 pursue by climbing the root. Or you can return to 
encounter 2, page 79, hy climbing down again. 


071: You sense nothing special, but you can retry the 
Perception check once as a minor action (go to 114, 
page 96). Otherwise, go back to encounter 3, page 81, 
and continue it. 




076: Bright light illuminates only what you see on the 
map below. If you move further into the darkness, go 
to 061, page 92. Otherwise, go back to encounter 5, 
page 84, and continue it. 




072: “We are Voyvod. We are eternal. Majestic. 
Great. Our nosism is appropriate. Through us, much 
shall be born. You are too small in mind and sight to 
understand us.” Go to 012, page 88, and continue. 


073: Athletics DC 10 to climb the rope from the 
cavern floor. A fall while climbing deals Id 10 
damage and the hero lands prone. Climbing leads 
back to the numbered square you noted for the rope 
in encounter 1 (page 78, choose a conclusion option 
there; or return to encounter 2, page 79). If all heroes 
leave encounter 2 this way, any monsters left alive in 
encounter 2 pursue by climbing the rope. 


074: The circle is a blood sigil. A creature stand¬ 
ing in any square the circle touches can take ld6 
damage to treat a natural attack roll of 19 as a critical 
hit. A creature that dies in the circle will be turned 
to black dust. Go back to encounter 4, page 83, and 
continue it. 

075: It takes 1 minute (10 rounds) to look around the 
area and attempt a Perception check. You can take 
longer if you want-5 minutes allows you to take 10 
on the check. On a check result of 15 or higher go to 
032, page 90. Otherwise, go to 066, page 92. 


077: Attempt a DC 15 Athletics check. Success 
leads you to 118, page 97. Failure forces you to 025, 
page 89. 

078: Make another Arcana check. If you get a 15 or 
higher, go to 017, page 89. Otherwise, you can learn 
nothing more. Return to encounter 3, page 81, and 
continue it. 




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Dark Awakenings 


079: “Yes. Our creatures are collectors who bring 
us subjects for our experiments. Subjects such as 
you and your companions and experiments with 
magic too great for you to grasp. Soon, Voyvod shall 
rule this area. We shall have an army and slaves, 
dead and living. You needn’t worry yourself over it. 
You won’t be there.” Go back to 124, page 97, and 
continue. 

080: Go to encounter 2, page 79. Each hero arrives in 
the start area, in a numbered square corresponding 
with the numbered square that hero came from in 
encounter 1. 

081: Grabbing the tree provides the hero who grabbed 
it greater leverage, granting a +2 bonus to attempts to 
escape and a +2 bonus to Fortitude against the drag 
attack. Go back to encounter 1, page 77, and continue it. 

082: The zombie shudders and lurches upright, stand¬ 
ing in one grotesque motion. It regains 10 hit points, but 
it has only a standard action on this turn. It attacks or 
charges to attack if it can. Otherwise, it moves toward 
the closest hero. If the zombie drops to 0 hp again while 
in the sigil circle, you should go to 034, page 90. Now go 
back to encounter 4, page 83, and continue it. 

083: You are pulled under the water and through a 
cavern. Attempt a DC 15 Athletics check to swim. 
Whether the check fails or not, go to encounter 3, 
page 81. 


084: The wight is unusual in that it doesn’t appear to 
be vulnerable to radiant damage. However, you sense 
a weakness and you deal 4 extra radiant damage on 
your next attack that deals radiant damage. Go back 
to encounter 6, page 85, and continue it. 

085: If each hero got a Stealth check result of 11 or 
higher, the heroes receive a surprise round. Other¬ 
wise, combat begins normally. Go back to encounter 
3, page 81, and continue it. 

086: You’re disoriented in churning water for a few 
moments, then you manage to stand just as Splug 
falls, squealing, into the chasm with you. He takes 
Id 10 damage from the fall, plus 2 damage for each 
square he was away from the chasm when you fell in, 
and he lands prone. Go to 080, page 94. 

087: These mushrooms are barrow caps, spirit 
fortifying but mildly toxic to the body. Eating one 
of them grants the eater 10 temporary hit points 
(until expended or the end of your next short rest) 
but also imposes a -2 penalty to saving throws (save 
ends during combat, or this lasts until the end of 
your next short rest). If you eat one, go to 020, page 
89. Otherwise, go back to encounter 5, page 84, and 
continue it. 

088: Voyvod attacks you! Go back to encounter 6, 
page 85, and begin combat. 




089: A hero can swing on the root as shown below. 
Once the task is done, go back to encounter 2, page 
79, and continue it. 


1 Swinging Root 

At Will Terrain 1 

This root is long enough t 
cavern. 

o allow you to swing across the 


Move Action 

Requirement: You must be in the root’s square to use this 


power. 

Check: Athletics check (DC 10) to swing from the root’s square 
to one of the squares within the root’s red-line-bounded 

Success: You move in a straight line from the root’s starting 
square to the ending square you selected, and you ignore 
difficult terrain for this movement. You can let go of the 
root at any point during this movement, and you can make 
a standing jump in any direction from that point. You 
provoke opportunity attacks only for leaving your initial 
square. If you reach an ending square, you can make a 
running jump. You must jump along the same straight line 
as the swinging root’s path. 

Failure: You do not move, and your move action ends. 



December 2009 | DRAGON 382 











Dark Awakenings 


90: The hero loses a healing surge. Each hero can 
lose only one healing surge in this way. Go back to 
encounter 3, page 81, and continue it. 

091: The passage leads to a dead end, but a suspicious 
one. The wall in front of you is wooden and hinged 
on the right. You quickly spot a clasp and discern 
that this is a secret door, and you are standing on the 
undisguised side. If you open the door stealthily, go to 
115, page 96. You can instead burst through the door 
forcefully by going to 077, page 93. Simply opening 
the door leads to 025, page 89. 

092: Light doesn’t seem to penetrate the darkness. Go 
back to encounter 5, page 84, and continue it. 

093: If you attack, you gain a surprise round. You also 
have a moment more with the drink, to examine it if 
you wish. Go back to 033, page 90, and continue. 

094: Attempt an Athletics check or Acrobatics check 
to climb (DC 20)—the pipe is slippery, but the narrow 
space provides plenty of support for the strong or the 
dexterous. If you fall, you take ldlO damage. You can 
quit at any time by going back to encounter 2, page 
79, and choosing another option. If you succeed, go to 
056, page 92. 

095: “We are Voyvod, what such as you might call 
a wight. An undead creature, unburdened by a soul, 
immortal.” Go back to 124, page 97, and continue. 


096: You take 5 cold and necrotic damage, and you 
grope around in the silent, bewildering darkness. You 
can stay (go to 112, page 96) or you can light a light 
(go to 076, page 93). Otherwise, you can leave the 
darkness and go back to encounter 5, page 84, and 
continue it. 

097: The heroes are suddenly blinded and feel a 
floating sensation for a second. The blindness ends 
as encounter 4 starts, and you notice the runes are 
illuminated, having moved the heroes and the rocks 
and dust on the worked stone. As shown on the map 
here, you start encounter 4 in the square marked 
PC; Splug, if present, starts in the square marked S. 
Remaining bats from encounter 3 follow you, but if 
the tainted root pod still lives, it does not. You are also 


s 

p 



! 

* 


|p 

©; 

■ ^ t. : + 

S 'yy. 

SSl * *■ 

tUBk * y ■ 

+ / -f 


■ 



- _ _^ 

subject to this attack. After resolving this attack, go to 
encounter 4, page 83, and continue it. 

Runes flare, your vision goes white, and your mind is filled 
with pain. 

Attack: +5 vs. Will. 

Hit: You are dazed until the end of your next turn. 

098: You jump safely into the stream, landing on 
your feet. Go to encounter 2, page 79. 

099: The monster’s eyes flare red, and one can easily 
sense the circle is infusing violent intent with more 
power. A creature standing in a circle square can take 
ld6 damage to treat a natural attack roll of 19 as a 
critical hit. The zombie does this whenever possible, 
but the wisps never do. Go back to encounter 4, page 
83, and continue it. 

100: Voyvod howls in rage and attacks you before you 
can learn more about the drink. Go back to encounter 
6, page 85, and begin combat. 

101: Make a Strength-based attack (d20 + Str modi¬ 
fier). If you hit, you grab Splug, and you can pull him 
into an unoccupied square adjacent to you. Then you 
can go back to encounter 2, page 79, and continue it. 

If you fail to grab Splug, go to 003, page 88. 

102: Nothing happens. Go back to encounter 3, page 
81, and continue it. 


miter 2009 | DRAGON 382 



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Dark Awakenings 


103: As it is grabbed, the tent falls down! The hero 
who grabbed it takes a -2 penalty to attempts to 
escape and a -2 penalty to Fortitude against the drag 
attack until the start of that hero’s next turn. Go back 
to encounter 1, page 77, and continue it. 

104: The circle causes the blood to burn and aggres¬ 
sion to rise, and a creature standing in a circle square 
can take ld6 damage to treat a natural attack roll of 
19 as a critical hit. The zombie does this whenever 
possible, but the wisps never do. Go back to encounter 
4, page 83, and continue it. 

105: If you accept the drink—not necessarily to drink 
it yet-move adjacent to Voyvod and go to 033, page 
90. Refusal forces you to 029, page 90. You can also 
simply attack by going back to encounter 6, page 85, 
and starting combat. 

106: Go to encounter 2, page 79. You arrive in the 
start area, in the square marked “D” for the dangling 
root. If Splug follows you this way, he arrives in an 
unoccupied square adjacent to you in the start area. 

107: The drink is an acidic poison of some sort, and 
you can be certain it’s harmful. You can attempt a 
Religion check (DC 15) and go to 016, page 89, if you 
succeed. Otherwise, go to 033, page 90. 

108: The pipe quickly turns upward, a dim circle 
of light revealing the pipe’s other end high above. It 
looks slippery, but you can try to climb it (go to 094, 
page 95). Or you can go back to encounter 2’s Conclu¬ 
sion, page 80, and choose another option. 


109: “Your erstwhile companions sleep, unlike you, 
in the thickest darkness of the cavern until we wish to 
use them. They sleep until Voyvod no longer wishes 
it.” Voyvod points to the southern exit from the room. 
Go back to 124, page 97, and continue. 


110: A small vial remains among the dust on the sigil 
circle. It’s a gravespawn potion. Go back to encounter 
4’s Conclusion, page 83, and choose another option. 


MJ.Ll.UmiJ.IIUJ 


This deep purple, putrescent liquid fends off diseases and 
poisons. 


Potion 50 gp 

Power (Consumable): Minor Action. Drink this potion and 
spend a healing surge. You do not regain hit points as 
normal. Instead, gain resist 5 necrotic and resist 5 poison 
until the end of the encounter. You also gain a +5 power 
bonus to your next Endurance check against any disease of 
level 5 or lower. 


Ill: As your insult falls from your lips and takes root, 
Voyvod’s look of amusement becomes a mask of rage. 
“They” attack! Go back to encounter 6, page 85, and 
begin combat. 

112: Cold darkness envelops and disorients you, and 
you take 5 cold and necrotic damage. You bumble 
around in the darkness for a while. You can stay (go to 
096, page 95) or you can light a light (go to 036, page 
90). Otherwise, go back to encounter 5, page 84, and 
continue it. 


-^ - 

113: You quickly recover a rope (50 feet), a healing 
potion, your backpack, your bedroll, an extra bed¬ 
roll, 1 sunrod, a metal pot, a metal pan, and a full 
waterskin. You can take any or all of this gear. Note 
what you take. This takes 6 rounds. Now, go back 
to encounter l’s Conclusion, page 78, and choose 
another option. 

114: If you got a Perception check result of 15 or 
higher, go to 135, page 98. Otherwise, go to 071, 
page 93. 

115: Attempt a DC 12 Stealth check. Success leads 
you to 118, page 97. Failure forces you to 025, 
page 89. 

116: Attempt a Bluff, Diplomacy, or Intimidate check 
(DC 12). You gain a +2 bonus to this check if Splug 
is better than you are at the task, such as when his 
skill is higher than yours. You take a -2 penalty to this 
check if you are better than Splug at the task, such as 
when your skill is higher. You also take a -2 penalty 
to this check if you’re asking Splug to go somewhere 
alone, even for a moment. If you succeed, go to 035, 
page 90. Failure means a trip to 062, page 92. 

117: The root leads to the cavern ceiling 10 feet up. 

A fall while climbing deals ldlO damage and lands 
the hero prone in square D2. Nearby monsters pursue 
climbers up the root, as far as they are able, since 
the climber probably grants combat advantage while 
climbing the root. 


miter 2009 | DRAGON 382 



Decer 







Dark Awakenings 


118: You arrive at encounter 6, page 85, in the square 
shown here (PC); Splug arrives in the square marked 
(S). You have surprised the monsters there. 



119: The object is unharmed but a curl of smoke or 
steam rises from the water with a hiss. If you threw 
the object in, it sinks. To recover it, you must enter 
the pool. Go back to encounter 3, page 81, and con¬ 
tinue it. 

120: Go to encounter 6, page 85. Choose the western 
start area or northern start area, whichever is most 
appropriate to how you entered the room. 

121: You drink the potion, which tastes sweet and 
tangy, and Voyvod smiles. Your flesh quickly goes 
cold, your innards burn, and the world goes black. 
You never awaken again, and your adventure is over. 




♦ End the conversation by going to 012, page 88. 
4- Attack! Go back to encounter 6, page 85, and 
roll initiative. 


122: You sense residual magic in the area. The eerie 
glow and the monsters are likely a result of this 
magic. If you spend a minor action to investigate 
further, go to 023, page 89. Otherwise, go back to 
encounter 1, page 77, and continue it. 

123: You can use a standard action to attempt an 
Arcana check (trained only) or Thievery check by 
going to 055, page 92. Otherwise, go back to encoun¬ 
ter 3, page 81, and continue it. 

124: As the wispy shapes begin to whimper and 
groan, the thin humanoid raises a hand and speaks 
to you in a hoarse whisper. “We are Voyvod. Wel¬ 
come to our home. I see our creatures have brought 
you to us as we wished. You seem to be more resil¬ 
ient than your companions. You shall make an 
excellent subject for our experiments.” You can 
attack by going back to encounter 6, page 85, and 
continuing it. You can instead speak to Voyvod, who 
seems willing to talk and amused at your presence. 
Here are some options: 

♦ What are you? (Go to 095, page 95.) 

-4 This is your home? (Go to 053, page 92.) 

♦ Do I/we amuse you? (Go to 040, page 91.) 

♦ What do you mean “your creatures”? (Go to 021, 
page 89.) 

4- You had me brought here? (Go to 079, page 94.) 

4- What about my companions? (Go to 109, 
page 96.) 

4- Can I/we leave? (Go to 047, page 91.) 

4- Why do you keep referring to yourself as “we”? 
(Go to 072, page 93.) 

♦ Insult Voyvod. (go to 111, page 96) 


125: Unlike you and Splug, monsters with darkvision 
can see in and through the darkness in here. Go back 
to encounter 6, page 85. 

126: Other than the sparkling eyes of the frog pipe, 
which you might already know all about, you turn up 
nothing of interest. Go back to encounter 2’s Conclu¬ 
sion, page 80, and choose another option. 


128: Go to encounter 2, page 79. You arrive in the 
start area, in a numbered square corresponding with 
the numbered square you came from in encounter 1. 
If Splug follows you this way, he arrives in an unoccu¬ 
pied square adjacent to you in the start area. 


129: The mushrooms provide no obstacle, and 
moving through them is harmless. Go back to 
encounter 5, page 84. 

130: You find nothing of interest. Go back to 
encounter 2’s Conclusion, page 80, and choose 
another option. 


127: Moving across the table smashes bottles and 
scatters paper. This enrages the wight but has little 
other effect. Go back to encounter 6, page 85, and 
continue. 


December 2009 | DRAGON 382 
















Dark Awakenings 


131: The chasm wall ends after about 10 feet, but it 
opens into a wider area lit by a green light. The light 
shimmers on running water about 20 feet below. On 
the far side of the chasm dangles a root that could 
allow easy climbing. You would need to jump about 
10 feet to reach that root. Otherwise, the chasm 
sides look rough, and there’s no reason to risk a 
jump to the chasm’s other side other than to make 
use of the root there. If you jump into the chasm, 
go to 058, page 92. If you jump to the root, go to 
063, page 92. If you climb down the near side, go to 
069, page 93. If you have a rope, go to 037, page 90. 
You can also go back to encounter 1, page 77, and 
choose another option. 



132: Attempt a DC 15 Perception check, and go 
to 045 if you succeed. Otherwise, you see nothing 
unusual about the trap door. You can open it (minor 
action) and go to 006, page 88. Or you can go back to 
encounter 4, page 83, and continue it. 

133: You sense residual magic in the area. The chasm 
and the creepy roots are likely a result of this magic. 
You remember the burning eyes in your dream, and 
you suspect you’ll be facing someone or something 
that has necromantic powers. Go back to encounter 1, 
page 77, and continue it. 

134: The hero takes ld6 damage from the rough 
passage through the water. Now go to encounter 3, 
page 81. The hero is dazed until the end of his or her 
first turn. 

135: You notice runes etched into the stones. Dust 
obscures them enough that you might not have seen 
them before. You needn’t do so now, but make a note 
that you can examine the runes (go to 123, page 97), 
throw something on the runes (go to 060, page 92), or 
touch the runes (go to 097, page 95). 


136: Magic is strong here, especially in the circle 
of sigils. If you spend a minor action to investigate 
further, go to 041, page 91. Otherwise, go back to 
encounter 4, page 83, and continue it. 


- r 


137: These people are clearly alive but in some sort 
of magical stupor. They wear only tattered mundane 
clothing. You suddenly realize that these people are 
your traveling companions! Perhaps you can find 
something to rouse them, but nothing here does the 
trick. You need to leave the area if you hope to find 
such an item. Go back to encounter 5, page 84, and 
continue it. 


December 2009 | DRAGON 382 










Know Your 
Controller 


ROLE: 

By Robert J. Schwalb 

Illustrations by Evan Shipard 


Many adventuring groups make the mistake of 
thinking the controller is a secondary choice when 
compared to what an extra leader or striker can 
bring to the group. Although no role is mandatory 
for adventuring parties, setting aside a controller 
can turn a standard encounter into a hard one and 
make a hard fight into an impossible one. Resistance 
to controllers frequently stems from misapprehen¬ 
sions about what the role is supposed to do. This 
article peels back the curtain to examine the role’s 
guts while also offering new feats and powers that are 
available to any controller regardless of class. 

CONTROLLER BASICS 

As of this writing, five classes make up the controller 
role: the wizard in the Player’s Handbook, the druid 
and invoker in the Player’s Handbook 2®, and the psion 
and seeker from the forthcoming Player’s Handbook 
3. Each class approaches the controller role in a dif¬ 
ferent way, but what these classes bring to a combat 
encounter follow the role’s basic tactics. 

According to the Player’s Handbook, controllers 
control and use area offense. The terms are more or 
less true, but they rely on class powers to demonstrate 
what the techniques mean. This description can 
create some confusion since controllers aren’t the 
only classes to use area offense—look at the rogue’s 


blinding barrage exploit or the ranger’s unstoppable 
arrows. Furthermore, control might represent actual 
control over enemies, restricting enemy options, or 
manipulating the battlefield terrain to serve in a 
useful capacity. 

To clarify the Player’s Handbook, a controller 
participates in a combat encounter by creating cir¬ 
cumstances that discourage enemies from making 
certain choices. A controller goes about limiting 
choices by making area offense attacks, by which the 
controller punishes enemies from grouping together 
or takes a direct hand in influencing actions through 
zones, conjurations, summons, and a variety of other 
techniques. 

Area Offense 

A controller’s technique is clearest when he or she 
uses a power to attack several foes at once. All con¬ 
trollers have at least a few powers designed to strike 
multiple opponents and such powers can take the 
form of multitarget ranged attacks, area burst attacks, 
or close bursts and blasts. The first lesson control¬ 
ler players learn is that area offense powers are best 
used to clear out minion groups so that defenders and 
strikers don’t have to waste actions removing them 
one at a time. 

Although controllers can find something satisfy¬ 
ing about catching half a dozen minions in a scorching 


December 2009 | DRAGON 382 


7 ) 




Know Your Role.- Controller 


burst and wiping the lot of them from the battlefield 
in one go, anyone who has taken a controller class 
out for a spin knows such occasions are few and far 
between. Enemies rarely stay bunched up for long, 
and area attacks against individual opponents deal 
less damage and also expose allies to friendly fire. As 
well, implement-users can lag behind other charac¬ 
ters in accuracy, which can be frustrating when every 
attack against six or so enemies misses. 

Control 

Control powers take many forms. A particular class’s 
story elements, power source, and secondary roles all 
influence the powers available to these characters. 

A wizard might create a freezing cloud, and a druid 
can call forth writhing vines by using vine serpents to 
immobilize or restrain foes. Zones might deal damage 
to creatures that enter or start their turns inside 
them. Powers might punish foes for making attacks, 
moving, or performing another kind of action. Other 
powers might call forth new opponents so that 
enemies must divide their attention between charac¬ 
ters and the creatures they summon. In every case, a 
controller’s powers encourage certain options while 
punishing others. 

Control powers are central to a controller’s func¬ 
tion on the battlefield, but the more influence a 
power has on an enemy, the less damage it deals in 
many cases. For this reason, control powers are best 
used when allies can pick up the slack and dish out 
the damage. 


Taking Control 

When picking and using powers in combat, you 
should keep several factors in mind. 

Diversity: When looking at your controller class’s 
power list, you find ranged powers, area burst powers, 
and close attack powers, as well as pure damage 
and pure control powers. Avoid over-specializing. A 
good mix allows you to contribute more effectively in 
combat. For your at-will powers, be sure to pick one 
area power and one ranged (or melee) power. Encoun¬ 
ter and daily powers should reflect these choices so 
that you can have a tool for every problem. 

Timing: Enemies don’t stay bunched up for long, 
so attack the group whenever you can. Your best 
opportunities for mass damage fall in the opening 
round or two. After this point, enemies scatter, are 
pinned down by defenders, or bear down on you for 
a bit of vengeance. These three possibilities point 
out why targeted attacks are so important: They deal 
more damage than burst/blast attacks so that you can 
pick off the enemies that survived your initial strike 
at your leisure. 

Timing on strong control powers is less clear and 
more situational. As a rule of thumb, control powers 
should be reactionary in that you use them to cancel 
exploitative tactics or remove dangerous adversaries 
from the fight. Using an augmented dishearten right 
out of the gate before you have had a chance to assess 
your foes is both reckless and counterproductive. 

Sure you deal damage, but the penalty the power 
provides doesn’t do much good when the elite brute 
reveals itself on the initiative count following yours. 

Concentrating Fire: Most groups recognize that 
concentrating attacks against one opponent at a time 
is a good way to eliminate enemies in short order. As 
a controller, your damage output isn’t high enough 


to contribute in a significant way, so unless you have 
no other options, you should use your powers to help 
your allies take out their foes. You can achieve this 
type of support by sequestering enemies through 
zones and walls, blasting supporting opponents such 
as minions, or controlling other enemies until the 
party can tackle them. 

Collateral Damage: Some controllers have “ally- 
blind” powers, which means the attacks target all 
creatures. By the second round’s end, most defenders 
and melee strikers ought to be engaging the enemy, 
so if you plan to use an area or close attack, you are 
probably going to hit one or more friends in the pro¬ 
cess. Sometimes, especially when minions swarm a 
defender, the damage you can deal to your buddy is 
worth it if you clear out a pile of mooks. As a rule of 
thumb, you should include your allies in bursts or 
blasts only if you can also hit a number of enemies 
equal to the allies at risk + 2. So if the ranger and the 
fighter are hacking through four goblin warriors, it’s 
probably okay to use grasping shards. 

Know Your Enemy: Monster knowledge checks 
don’t require training and they don’t take an action. 

If you don’t know what you’re fighting, you had better 
make the check as soon as your turn comes around. 
Learning an enemy’s powers can tell you a lot about 
its role, and knowing its role can also tell you what 
defenses you should be targeting. Heavy-hitting melee 
types frequently have high AC and Fortitude. Reflex 
is usually high for fast-moving enemies and lurking 
types, and controllers and area attack opponents can 
benefit from high Will. 

Persistent Effects: The best area offense powers 
are the ones that do more than deal damage. Shock 
sphere, for example, is a perfectly fine spell and can 
catch up to 25 creatures in one shot. But how often 


Decer 


zr 2009 | DRAGON 382 





Know Your Role.- Controller 


are you going to face 25 enemies at once? Also, how 
likely is it that all those bad guys are going to line 
up for you? Icy rays, however, can target one or two 
creatures, and it keeps them in place, which makes 
icy rays a handy spell for pinning down tough brutes 
while your allies dispatch the softer opponents first. 

CONTROLLER FEATS 

The following feats allow controllers to customize 
their powers to respond to challenges encountered 
on the battlefield. Most of the feats require you to 
sacrifice a chosen power. These feats are useful to all 
controllers, regardless of power source or class. 

Heroic Tier Feats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Clever Control 

Prerequisite: Controller role 
Benefit: Whenever you target two or more crea¬ 
tures with a close or area attack power and you hit 
only one of those creatures, the attack deals ld6 extra 
damage. The extra damage increases to 2d6 at 11th 
level and 3d6 at 21st level. 

Destructive Power 

Prerequisite: 8th level, controller role 
Benefit: You can exchange any 6th-level or higher 
utility power you know for destructive power. 


Destructive Power Feat Power 


Byfunneling greater power into your attack, you ensure its 
effect is not wasted. 

Daily 

Free Action Personal 

Trigger: You roll a 1 on any damage die when you hit with an 
area or close attack power 

Effect: You reroll any result of 1 or 2 on a damage die until the 
die roll is something other than 1 or 2. 


Explosive Power 

Prerequisite: 8th level, controller role 
Benefit: You can exchange any 6th-level or higher 
utility power you know for explosive power. 


Explosive Power Feat Power 


Your attack explodes outward in a silent wave of energy, push¬ 
ing creatures away from your attack’s point of origin. 

Daily 

Free Action Personal 

Trigger: You hit at least one creature with an area or close 
attack power 

Effect: You push each creature in the burst or blast of the trig¬ 
gering attack power 5 squares away from the attack’s origin 
square. This forced move ends when a creature is no longer 
within the triggering attack’s blast or burst. 


Eorceeul Power 


Penetrating Power 


Prerequisite: 10th level, controller role 
Benefit: You can exchange any lOth-level or 
higher utility power you know for penetrating power. 


Penetrating Power _Feat Power 


You contain the attack’s energy in a magical shell so that you 
can punch through your enemy’s resistances. 

Encounter 

Minor Action Personal 

Effect: The next ranged, area, or close attack you use before 
the end of your next turn ignores all resistances, including 
insubstantial. 


Seeking Power 

Prerequisite: 8th level, controller role 
Benefit: You can exchange any 6th-level or higher 
utility power you know for seeking power. 


Seeking Power Feat Power 


Infusing your attack with greater power reduces the risk that 
intervening obstructions can foil your attack. 

Encounter 

Minor Action Personal 

Effect: The next ranged attack roll you make before the end of 
your next turn ignores all concealment and cover. 

Special: If the attack misses, you regain the use of this power. 


Prerequisite: 8th level, controller role 
Benefit: You can exchange any 6th-level or higher 
utility power you know for forceful power. 


Forceful Power Feat Power 


You knock those struck by your attack from their feet. 

Daily 

Free Action Personal 

Trigger: You hit at least one creature with an area attack power 
Effect: You knock prone each creature you hit with the trigger¬ 
ing power. 


About the Author 

Robert J. Schwalb is an award-winning game designer 
whose more recent work can be found in Martial Power™ 
2, Draconomicon “ 2, and Primal Power”. Robert lives in 
Tennessee. 


2009 | DRAGON 382 











Guilds & Groups.- 
Moon Catchers 




By Bruce R. Cordell 

Illustrations by Evan Shipard 

Another moon once graced the sky. It shone blue 
and cool-a coin-sized gem sailing the night. Called 
Iltani the Blue, the moon had the reputation of 
being a good omen when it was viewed waxing 
full, especially by travelers and explorers. Old 
songs and sayings sometimes touch on Iltani, 
though few recognize the allusion as referring 
to something that once was real. For most, “once 
in a blue moon” is a figure of speech, meaning 
something that rarely or never occurs. However, 
Iltani the Blue was real, and its absence is keenly 
felt by those who know the truth. 


TM & © 2009 Wiz 




HISTORY 

Most people don’t remember Iltani, because the 
moon disappeared about a hundred years ago. Before 
that, Iltani enjoyed a career only thirty years long 
before its destruction. 

Iltani rose in the east around one hundred and 
thirty years ago for the first time. Its appearance 
sparked consternation because no one had foreseen 
the arrival of a completely new moon-not the wiz¬ 
ards in their towers, the priests in their temples, the 
warlocks on their crags dedicated to the stars, or the 
sorcerers for whom the natural flow of the seasons is 
an inherent, cosmic inevitability. 

In time, incipient panic died away as the moon’s 
appearance failed to precede any sort of catastrophe. 
Dire pronouncements were made, but not by anyone 
who turned out to have any knowledge or connec¬ 
tion with the new blue moon. In time, most people 
accepted the unanticipated blue orb sailing the sky 
as another feature of the heavens—one that was novel 
and mysterious, but apparently not an omen of immi¬ 
nent disaster. 


December 2009 | DRAGON 382 





Guilds &. Groups.- Moon Catchers 


Some did not take the moon for granted, though 
they were fascinated by the moon’s appearance and 
dedicated themselves to learning the truth. One of 
these people was Tetherya Acrid. Tetherya, a tiefling 
sorceress already fascinated by celestial objects, 
believed the appearance of the blue moon must pres¬ 
age something amazing, even if what that might be 
wasn’t immediately obvious. 

Tetherya spent years putting together an expedi¬ 
tion to Iltani. The preparations should have measured 
mere months for someone as accomplished as the sor¬ 
ceress, but ill luck dogged every decision that touched 
on the blue moon. However, the tiefling’s native talent 
and perseverance eventually paid off. Tetherya finally 
walked upon the new moon. 

She found the entire moon was a 500-mile diam¬ 
eter chunk of a beryl-like mineral. Airless and dead, 
the sorceress discovered nothing on the light side that 
faced the world. On the dark side, Tetherya found 
massive runes inscribed as deep fissures in Primor¬ 
dial. The runes seemed to be a warning. According to 
the tiefling, the message read: 

You are barredfrom this world, apocalypse. You will have 
no landing here, Nebiru. Iltani the Blue is set in the sky 
against you, Falling Star. While Iltani guards the heavens, 
your red scar shall not be scratched across the night. This 
world rejects you, Nebiru, in the name of Iltani the Blue. 

Tetherya found nothing else on the moon except 
for the warning. She returned to the world and 
researched the name Nebiru the Falling Star. What 
she found chilled her heart. 

Nebiru was nothing less than an entity described 
as an apocalypse dragon. An apocalypse dragon is a 
catastrophic dragon that has lived too long and grown 


too powerful. According to the lore she unearthed, 
Nebiru resides in a vault of empty space beyond 
the world, in a lair of lightless hollows composed of 
half-formed worlds and the rubble of creation. The 
hollows beneath Nebiru’s airless surface are filled 
with the detritus of failed empires, dead kings, and 
broken dreams pilfered from the world. One day, 
Nebiru will nudge the trajectory of her moon-sized 
lair just so. When that happens, its path brings it 
into conjunction with the world. Then, the skies will 
flame red as her lair impacts the land with all the 
energy of a falling star. 

This fate would take place but for one fact: Iltani 
the Blue served as a ward against that very possibility. 
As long as Iltani showed its blue face over the world, 
the world would be safe from that particular ending. 

Thus, on the day that Iltani the Blue detonated and 
shattered into a million tiny fragments that rained 
down across the world, Tetherya knew the world’s 
eventual end was assured. 

Unless she could do something about it. 

MOON CATCHERS 
ORGANIZATION 

Goal: Gather as many shards of destroyed Iltani 
the Blue as possible. Eventually, they intend to reas¬ 
semble those shards and place the moon again in its 
guardian position high above the world. 

Size: Tiny but far flung, spread out around the 
world in towns and uncivilized regions. 

Alignment: Unaligned. 

Philosophy: “Though the world doesn’t know or 
care, one day our efforts to gather together Iltani will 
save it and everything living on and under it.” 


History: Tetherya Acrid founded the Moon Catch¬ 
ers approximately 100 years ago. Before handing off 
the reins to individual cells, she made a prediction: 
“One day, the blue moon will return.” 

Leadership: Individual cells manage themselves, 
but all cell leaders listen to the pronouncements of 
the Lord Astronomer, who oversees the disposition of 
collected shards of Iltani brought to the Azure Obser¬ 
vatory. Heads of cells are called Observers. 

Headquarters: Individual cells might not have 
headquarters, but the “motherhouse” for the organi- 


OPTIONS TO A BLUE MOON 

In some campaign settings, the number of moons 
is significant. Suggesting the presence of another 
celestial interloper, even one that came and went 
in prehistory, may not fly (so to speak). If this is 
true in your game, you can still use the material 
in this article if you give it a slight spin. Options 
to a moon include: 

Iltani was never a moon, but a comet that 
appeared in the heavens every seven years; 100 
years ago, it didn’t pass the world, but impacted 
it and shattered into the shards described. 

Iltani was a great crystal observatory con¬ 
structed on the highest peak in the world by 
enigmatic beings; 100 years ago, it was destroyed 
in a local cataclysm that shattered it into the 
shards described. 

Iltani was a massive beryl statue of a woman 
holding aloft the vault of the heavens as rep¬ 
resented by a starry globe; 100 years ago, 
purple-clad assassins rushed into the structure 
containing the statue. They detonated it with foul 
magic and stole away all the resultant shards. 


December 2009 | DRAGON 382 







Guilds &. Groups.- Moon Catchers 


zation is called the Azure Observatory. The interior 
of the Azure Observatory is many times larger than 
the exterior, and it contains a space (it is said) large 
enough to reassemble the entire moon. 

Membership Requirements: Those who promise 
to bring or who deliver a shard of Iltani (a blue beryl¬ 
like stone) to the Azure Observatory can become 
members. Membership duties for heroic tier charac¬ 
ters are loose; it doesn’t require too much dedication 
to the effort, as long as occasional shards are deliv¬ 
ered. Higher-tier characters can take on additional 
responsibilities within the organization if they wish. 

Activities: General members collect shards and 
fragments and send them to the Azure Observatory. 
Other members explore the world for larger deposits 
of the destroyed moon. Higher-level members are told 
of the threat of Nebiru (or they receive a sliver of knowl¬ 
edge), and they can take steps to lessen that threat in 
other ways. 

Once a year the Moon Catchers enjoy the Festi¬ 
val of the Blue Moon, where they anticipate Iltani’s 
return to the sky with a wild festival that features 
blue wine and magical illusions of the moon’s return. 
The celebration lasts from dawn until dusk 

Enemies: Nebiru is an enemy, as are various 
crazed star and dragon cults that secretly revere 
Nebiru and work toward her eventual appearance. 

One of the “crazed star” cults is called the Red 
Watchers. The Red Watchers also collect scattered 
shards of the broken moon Iltani, but they do so to 
destroy them, or perhaps, use them to hasten the 
arrival of Nebiru. 

Minor Quest: While exploring the nearby dun¬ 
geon or lair, the organization ask adventurers to keep 
an eye out for a cache of Iltani shards—the resident of 


the dungeon or lair is noted for having an eye for such 
gems and a penchant for collecting them. 

Major Quest: Madarsen Kar is a local lord and 
a well-known art collector, especially of sculp¬ 
ture. Madarsen has a particular love for gemstone 
sculptures and has made a special effort to collect 
a particular grade of beryl that he provides to sculp¬ 
tors. The organization asks the characters to find out 
where Madarsen is acquiring his raw Iltani shards, 
and to take the large pieces the lord has already had 
converted into sculptures. 

What no one initially knows is that Madarsen is 
fully aware of the significance of the beryl he col¬ 
lects, but is using it in rituals designed to hasten the 
eventual appearance of Nebiru; Madarsen is a major 
principle in one of the crazed star cults, the Red 
Watchers, that believes the end of the world will set 
up a new regime with himself in charge. 

MOON CATCHER MAGIC 
ITEMS 

Magic items created with tiny pieces of Iltani are 
allowed by the organization, though it is understood 
that such items might have to be returned to the 
Azure Observatory one day to finish rebuilding the 
blue moon. Some believe that consumables are an 
insignificant amount of Iltani, so they don’t worry 
about them. 


Consumables 


Shard of Freedom Level 15 


You can win free of falling boulders or another effect that 
otherwise might pin and bury you. 

Lvl 15 1,000 gp 

Other Consumable 

Power (Consumable): Minor Action. The next time an effect 
immobilizes you before the end of the encounter, the effect 
does not immobilize you. 

Special: Using this item counts as a use of a magic item daily 


power. 

1 Shard of Clear Sight 

Level 17 1 

Even through choking clouds of dust, you can 
blindness. 

castoff 


Lvl 17 2,600 gp 

Other Consumable 


Power (Consumable): Minor Action. The next time an effect 
blinds you before the end of the encounter, the effect does 
not blind you. 

Special: Using this item counts as a use of a magic item daily 


You discover the history of Iltani the Blue, Nebiru, and the 
Moon Chasers. 


Lvl 4 40 gp 

Other Consumable 

Power (Consumable): Minor Action. You expend this item 
when you place the gem to your eye and look through 
it. You learn all the information described in this article 
regarding the Moon Chaser history, the Moon Chaser 
organization, and Moon Chaser magic items. 


;r 2009 | DRAGON 382 











Guilds &. Groups.- Moon Catchers 




You throw off the lingering effects of enemy spells and ill ef¬ 
fects with greater ease. 

Lvl 7 100 gp Lvl 27 65,000 gp 

Lvl 17 2,600 gp 

Other Consumable 

Power (Consumable): Minor Action. You gain a +2 power 
bonus to the next saving throw you make before the end of 
the encounter. 

Level 1 7: +4 power bonus to the saving throw. 

Level 27: +6 power bonus to the saving throw. 

Special: Using this item counts as a use of a magic item daily 


Other Magic Items 


Beryl of Catastrophe Avoidance Level 2+ 


This blue gem hovers near your head, improving your ability 
to speak reasonably. 

Lvl 2 520 gp Lvl 12 13,000 gp 

Item Slot: Head 

Property: You gain a +1 item bonus to Diplomacy and Insight 
checks. You gain a +3 bonus to Diplomacy and Insight 


About the Author 

Bruce Cordell is a D&D® designer, but during his thirteen 
years in the game industry, he has dabbled in miniatures, 
board games, collectible card games, d20 games, and more. 


Level 12: +3 item bonus, +5 bonus against catastrophic 
dragons. 


of Stability Levell 3 


Even when the ground shafees and shudders, you know how to 
stay on your feet. 


Lvl 13 650 gp 

Other Consumable 

Power (Consumable): Minor Action. The next time you fall 
prone before the end of the encounter, you can stay 
standing instead. 

Special: Using this item counts as a use of a magic item daily 



Your attack drives your foe into the ground with the force of a 
falling star. 


Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp 

Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp 

Weapon: Any melee 

Enhancement: Attack rolls and damage rolls 
Critical: +1 d6 thunder damage per plus 
Power (Daily): Free Action. Trigger: You hit with a melee basic 
attack using this weapon. Effect: The target falls prone and 
is restrained (save ends). 


December 2009 | DRAGON 382 














CONFESSIONS OF A FULL-TIME WIZARD 



HOUSE RULES FOR 

THE HOLIDAYS 

BY SHELLY MAZZANOBLE 

illustrations by William O’Conner 


When we were kids, my brother and I used to play 
Monopoly by our own rules. Or rather, his rules. 

He could borrow money from me without penalty 
or interest and use it to build hotels on properties I 
would later land on. If I managed to build one house, 
it was always on Baltic Avenue (the only property 
I could afford), but my dear brother would always 
repossess it when I couldn’t afford the nightly rate in 
his hotel (that I helped build!) on Marvin Gardens. 

My only rule was to pitch a fit, throw the board off 
the table, and shower the repo man in little red hotels, 
top hats, and silver shoes. That and step on one of his 
dreaded red hotels as I was stomping out of the room, 
which made me cry all the harder. It is considered a 
“rule” if it happens every time, right? 

Dungeons & Dragons has long been perceived as 
a game that involves a labyrinth of rules. I can only 
imagine what madness my brother would have made 
out of it had he played. These so-called “complex 
rules” are often the reason people shy away from 
learning how to play D&D. Certainly, when you’re 
trying to explain the game to a new player, you’ve 
probably seen the glazed-over expression similar to 


the one my 7th grade Algebra teacher, Mr. Thames, 
saw on my face. 

It’s odd, then, that so many people actually have 
the gall to add more rides to their games. You know 
the old expression: Everyone’s a game designer! And 
it appears to be true, judging from the people I’ve 
talked to about their home games. Granted, most of 
them really are game designers, since my focus group 
testing almost always takes place by the microwave 
in the third floor kitchen. You’d be amazed by how 
much microwave popcorn R&D consumes. 

Today’s focus group consisted of Peter Schaeffer, 
RPG Developer; Mike Mearls, D&D Lead Designer; 
Andy Collins, Manager of RPG Development and 
Editing; Jefferson Dunlap, Prepress Manager; Greg 
Bilsland, RPG Editor; and “Kay,” who won’t let me 
use her real name or title because she’s embarrassed 
about some of her group’s house rules. Why, I’ll never 
know, because I’m incorporating the rule I’m reveal¬ 
ing below into my game immediately. 

Before I started to collect house rules, I wanted to 
discover why people felt the need to add rules to their 
games. 







CONFESSIONS OF A FULL-TIME WIZARD 


Kay explained it this way: “House rules are modi¬ 
fications that come into use because players feel they 
make the game easier or more fun.” 

“They’re not so much about adding rules, as much 
as about enhancing rules,” Peter said. “Or even some¬ 
times subtracting one rule to add a house rule.” 

“And you’re okay with that?” I asked him. 

“Of course!” he said. “D&D is meant to be custom¬ 
ized! It’s all about being creative and imaginative.” 

Again with this “customizing” and “creating” and 
“imagining”! I know I’ve had that conversation before 
with various members of R&D, and still, it eludes me. 
They spend all that time writing books full of rules 
only to send them out there for people to add, sub¬ 
tract, and enhance. They’re not just okay with it, they 
encourage it! I’ll drop into a full-blown tizzy if some¬ 
one so much as adds salt to a casserole I labored over. 
Salt?! The damn thing is perfect! I guess that’s another 
reason I’m not a game designer. 

But I get the desire to make up rules or even new 
games. Heck, we did this in college every Monday 
while watching Melrose Place. Drink every time Billy 
looks dumbfounded. Do a shot for every scene where 
lake is wearing chaps but is nowhere near his motor¬ 
cycle. Shotgun a beer every time Kimberly’s maniacal 
face is shot in extreme close-up. (By the way, the 
ad agency where Amanda Woodward worked was 
named D&D. Maybe Aaron Spelling was a closet 
gamer.) 

Since so many people will be returning home this 
holiday season, many to game groups they haven’t 
seen in a while, I’ve decided to celebrate by going 
home as well—home brewed, that is. (And home for 
real—don’t panic, Mom.) 


The Wyld Stallyns play it pretty much by the book. 
Maybe it’s because we’re sometimes playtesting and 
that’s our job, or maybe it’s because New DM doesn’t 
want us to have any fun. I was inclined to think it was 
the latter until he gently reminded me of a house rule 
I play every Tuesday—Mr. Oso de la Fez. 

You might remember that Oso began his quest for 
familiar fame as a wee mini in my dice bag. Today 
he’s a real five familiar you can find in the Charac¬ 
ter Builder. Neat, huh? I wondered how many other 
house rules became actual rules, so I put the question 
to R&D. 

“Dungeon Masters are instinctive game design¬ 
ers,” Andy answered. “They’re always looking to 
tweak the system to better fit their group’s needs.” 

Andy went on to say that he didn’t know for sure, 
but he’s willing to wager that a significant percentage 
of “real” D&D rules started off as house rules. 

“I’d bet the first person to decide that characters 
needed the negative-hit-point buffer was a Dungeon 
Master tired of TPKs.” 

A Dungeon Master sick of TPKs? Right! Like that 
ever happens. 

One might think that if it’s your job to design and 
develop the rules for D&D, playing with house rules 
would be less like playing and more like playtesting. 
Kind of how they say if you work at an ice cream 
parlor, you get sick of ice cream-which is complete 
bunk because I worked at a pizza place in college and 
ate pizza every day for 329 days. 

Anyway, because of this, many of the developers 
and designers in R&D don’t use house rules often. 

“If a house rule worked really well, wouldn’t you 
be tempted to add it to the game?” I asked. 


“Strangely, the ability to write the actual rules 
means that your ‘house rules’ become ‘official rules’ 
much more quickly,” Andy explained. 

The same was true for Mike. 

“It feels like cheating to bend the rules to fit my 
game, and it’s important that I have a good sense of 
how the game works as written.” 

But that’s not to say the R&D folks don’t use any 
house rules. And if you want to add some new rules 
to your home game, why not playtest a few of R&D’s? 
Who knows? They might end up in a book someday, 
and you can say you saw them here first. 

Oh Come All Ye XP 

The more I talked to Greg about his home game, the 
more I believed he missed his calling. I’m sure he’s 
perfectly happy editing and writing, and darn good at 
it too, but I could see him thriving as a kindergarten 
teacher. In fact, I’m so convinced of this, I’m having a 
hard time not calling him Mr. Bilsland. He’s all about 
helping his players get to the next level. Like every 
session. Regardless of combat encounters or skill chal¬ 
lenges. New DM really makes us work for that XP, 
and Mr. Bilsland just dishes them out willy nilly. How 
cool is that? 

Retraining Around the 
Christmas Tree 

Apparently R&D wouldn’t have had an issue with 
Bart changing classes in the middle of a campaign- 
even though he was hired to play a cleric! Okay, okay, 
only because it’s Christmas will I let that one go. For 


October 2009 | DRAGON 380 



CONFESSIONS OF A FULL-TIME WIZARD 


If you were struggling with your character’s life 
choices and Andy was your DM, fear not. He would 
let you swap out elements of your character, such as 
old feats with new ones or ranged attacks for melee 
attacks between levels. Even sooner if you’re really 
laboring. Instant build gratification! 

“lust as long as they don’t do it in the middle of the 
dungeon,” he said. 

Mr. Bilsland is the same way. Of course. It’s all 
about nurturing and growing and self-confidence 
with this guy. 

“Players can re-spec their characters as much as 
they want,” he explained. “They don’t have to follow 
the retraining rules. They can change any powers or 
feats they want between sessions.” 

They probably get a cookie and a nap too. 

Magic of the Season 

Have you ever gone shopping with a friend, and you 
both spy the same Marc Jacobs quilted nylon bomber 
jacket at the same time? On sale. And it’s the only one 
left in the store, probably in existence. And lucky you, 
it’s your size! But so is your friend. 

No? Really? Allow me to enlighten you then. It will 
go something like this: You sneak sideways looks at 
one another and pick up your pace, each trying to get 
to the rack first, but without making it obvious that 
you’re in a race. You try to distract your friend by car¬ 
rying on an inane conversation about the merits of 
owning a car with all-wheel drive versus simply going 
with all-weather tires up front on your front-wheel 
drive, and demand that she give you her opinion on 
the matter. What do you think the best option is? Tell me! 
But it’s no use. You both want that coat and only one 


of you will emerge victorious. This, my friends, is why 
I view shopping as a solo sport (and why I have so 
many winter coats). 

Even if you haven’t found yourself in a similar 
showdown at a department store, you may have 
in a dungeon when your DM announces the party 
unearthed a 9th-level magic item. Oh boy! But who 

In our game, we use an equation handed down to 
New DM from many games ago. Every party member 
adds up the levels for every magic item and weapon 
they own. He or she with the lowest total number gets 
the new toy. 

Simple math and voila! Time to go shopping. 
Alone. 

If Mike were our DM, then some of those magic 
items we unearthed might be custom magic items, 
like a crown, a sword, a book, or even a suit of elven 
chainmail—all of which will play an important role in 
our campaign. 

“It lets me give out goodies that the players can’t 
find in any book.” 

And by “customizing” he means customizing. Like 
he’s not just handing you a sword, he’s giving you 
a rich physical description, backstory, history, and 
properties. You’re not just scoring a one-of-a-kind 
designer gown at a sample sale, you’re getting one 
custom designed just for you by Valentino. 


Deck the Halls (and by 
“Halls” I Mean “Bad Guys”) 

For some, it’s just not enough to know that you hit the 
monster. You have to know where you hit the monster. 
If that’s you, you’re not alone. Co-worker Kay has dis¬ 
closed one of my favorite house rules. 

In her game, when someone hits their target, 
they will roll a dl2 to see where they hit. This mat¬ 
ters because certain locations do more damage. The 
breakout is as follows: 

1. Forehead (normal damage) 

2. Back of the head (normal damage) 

3. Neck (double damage) 

4. Left shoulder (normal damage) 

5. Right shoulder (normal damage) 

6. Heart (double damage) 

7. Gut (double damage) 

8. Groin (triple damage) 

9. Upper leg left (normal damage) 

10. Upper leg right (normal damage) 

11. Lower leg left (normal damage) 

12. Lower leg right (normal damage) 

Even if no one will use this in my game, I’m going 
to secretly play it at the table. And in my car when 
someone cuts me off. And in the movie theater 
when there’s a loud talker. And, well, pretty much 
anywhere I’m pissed off and within reach of a dl2. 
Thanks, Kay! 


October 2009 | DRAGON 380 



CONFESSIONS OF A FULL-TIME WIZARD 


Custom Spec 

This weapon was created by Mike for a character in his campaign played by James Wyatt. 


The Iron Sword of Elemental Powei 


This strange weapon is crafted from a single piece of iron ore. From what you can tell, it was carved into shape rather than crafted at 
a forge. You know afew bits of information about the weapon, based onyour (andyour companions’) knowledge of history. 


The sword is a weapon of elemental power. Weapons like this one are key parts of ceremonies and rituals 
used by the priests of elemental evil. The mightiest champions of elemental evil receive these weapons as marks 
of skill and favor. 

Your sword was a normal weapon until you drove it into an altar dedicated to elemental evil found in the 
crypts beneath the moathouse. The altar was infused with earth, air, fire, and water in equal measure. Those 
energies flowed from the altar and into your weapon, imbuing it with a number of magical properties. 


History 

• This weapon was once wielded by a hero named Kelren. 

• Kelren fought the denizens of a temple dedicated to elemental evil that arose in the southwestern 
regions of the Flanaess. 

• Kelren stole the sword from the cult and turned it against them. 

• The sword was a key component in destroying nodes of elemental power. 

• Crippling each of these places in turn allowed Kelren to smash the cult. 


Properties 

• +2 enhancement bonus 

• Weapon of Arcane Power (Property): You may apply the sword’s enhancement bonus to implement 
powers. 

• Weapon of Elemental Might (Daily): Minor action. Until the end of the encounter, you may apply one of 
the following effects at the start of each of your turns. 

• Fiery Rebuke: Each foe adjacent to you takes 2 fire damage. 

• Buffeting Winds: Slide each creature adjacent to you 1 square. 

• Watery Step: You may shift 2 squares. 

• Earthen Grasp: Until the end of your turn, each foe you hit with the sword is slowed until the end of your 
next turn. 


Music of the Season 

Clearly music plays a big part in D&D games, and my 
co-workers are no exception. 

lefferson’s game rivals that of a Quentin Tarantino 
movie in the soundtrack department. For instance, 
his Eberron game has a “pulp-sounding” soundtrack 
(Raiders of the Lost Ark, Pirates of the Caribbean, 

Sky Captain, and so on). Once the party wound up 
in a huge pirate bar. Then he played lames Brown. 
Obviously. 

Mr. Bilsland struck again with this doozy. Every¬ 
one in his game has a character song, which is 
included on his 4-hour “combat playlist.” Whenever 
combat breaks out, the music plays. If a character’s 
song comes up, he or she gets an additional action 
point to be spent during their next turn. What would 
Tabby’s be? Burning Down the House ? Light My Fire ? Hot 
Hot Hot? 

Silver and Gold 

Remember how in school the really good teachers 
made sure that everyone in class got a Valentine’s Day 
card? Well, Mr. Bilsland makes sure that everyone’s 
character goes home with something useful that they 
can use next session. He doles out treasure each ses¬ 
sion “with reckless abandon.” I bet he also gives out 
full-size candy bars on Halloween. Have Yourself a 
Merry Little Christmas (and a Shot of Tequila) 

Guess who gives out fun points? That’s right— 

Mr. Bilsland! He has a “fun list” comprised of 100 
bonuses your characters can get. When you accumu¬ 
late 10 points, you can turn it in for a roll on the list. 
And how do you accumulate points, you ask? He’s got 
a system for that too. 


October 2009 | DRAGON 380 





CONFESSIONS OF A FULL-TIME WIZARD 


• Write up a character background: 10 points 

• Arrive on time to a D&D session and come pre¬ 
pared with character sheet, pencils, paper, books 
dice, power cards, and everything else you need: 1 

• Note-taking (anyone who takes thorough notes): 3 
points 

• Bring snack food or drinks: 2 points 

• Bringing props for your character-clothing 
items, weapons, trinkets, and so on: 1 point/session 

• Cover your mouth when coughing: 2 points 

• Look both ways when crossing the street: 3 points 

• Saying “please” and “thank you”: 12 points. 


my bungalow on Baltic Avenue, he has to do a shot of 
Sambuca and dance like lames Brown. And I know 
he’ll do it too. The bitchin’ staff Mike Mearls has 
designed for me will see to that. 

About the Author 

Shelly Mazzanoble is visiting her family right now and probably 
crying because her brother broke her custom designed staff. 


Maybe I added the last three, but you get the point. 

Mr. Biisland also lets you give out up to 2 fun 
points per game to other players to reward them for 
things like good roleplaying, creativity, and over all 
just being fun. Aw, Mr. Bilsland! Here’s 100 points for 
you! 

And here is something that is not so much 
a rule but an unwritten curse according tolefferson: 
“He who sitteth at the right hand of the DM, thou 
shalt roll badly.” 

For the record, I always sit on the left, use my pink 
d20, say please and thank you, and continue to roll 
poorly. Maybe I do need a shot of tequila and some 
lames Brown. 

Wherever the holidays take you this season, 
maybe you’ll find time for a little D&D, and maybe 
you’ll be inspired to incorporate some new rules 
into your game. Personally I’m looking forward to 
a rousing game of Monopoly with my brother when 
I go home and adding a few of my own house rules. 
For example, whenever my brother evicts me from 


October 2009 | DRAGON 380 



4 


- - » 

RPGA REPORT 


Winter Wonders, Upcoming 

BY CHRIS TULACH 

illustrations by Eric L. Williams 



While the weather outside might be cold, nasty, 
or just plain dismal, here in Organized Play, we’re 
huddled around our heaters and computer screens, 
planning, plotting, and scheming up our 2010 offer¬ 
ings. Here’s some of the latest developments and 


Weekend in the Realms 
Recap 

This past November 6-8, Living Forgotten Realms 
gamers participated worldwide in Weekend in the 
Realms, a celebration of the largest D&D shared- 
world campaign (now about 16 months old) and an 
opportunity to play an exclusive adventure! “The Icy 
Queen’s Crossing” was the first LFR adventure to 
offer a tie-in with a Forgotten Realms novel-specifi- 
cally, The Fall ofHighwatch. Characters journeyed 
to the cold lands of Narfell, encountered the tribal 
Creel, and dealt with demons in the aftermath of the 
events detailed in the novel. Look for more tie-ins 
with novels and other products in the future, as LFR 
continues to take you on a journey throughout the 
Realms. Keep an eye on the Living Forgotten Realms 
Community page for future information. 


he Coast LLC. All rights reserved. 


;r 2009 | DRAGON 382 




Decer 







Get Social! Official D&D 
Twitter Channel & More 

Social networking tools are growing at a phenomenal 
pace, and we’re trying to keep up with the latest and 
greatest here at Wizards. In fact, we’ve just launched 
an official Twitter channel , or if you’re already on 
Twitter, simply hit up @Wizards DnD to follow hot 
news and spur-of-the-moment discussions. You can 
bet that Organized Play updates will occasionally 
flow through there as well. 

Can’t keep up with what’s where? Here’s a list of 
where you can find D&D Organized Play information 
on various social networking platforms: 

Twitter: A place for quick, real-time news and 
discussion parsed out in 140-character “tweets,” our 
official Twitter channel will give you hot updates, 
news and musings about the D&D game, upcoming 
products, events, and interesting “slices of life” of the 
folks working on the game. Head to the page to see 
recent tweets or follow through your own Twitter 
account by checking out @Wizards DnD. 

Facebook: Friend us today and keep up with 
D&D news and talk through our official Facebook 
page . With over 20,000 fans at last count, our Face- 
book page is a great place to get updates on our 
upcoming products and events and to interact with 
other Facebook friends who play D&D. You might 
even find an exclusive spoiler or two from time to 
time! 

Wizards Community: Our official network of 
groups, forums, blogs, and more that give you the 
depth of information you want when you want it. Visit 
our official groups for detailed information about our 
Organized Play programs, including Living Forgotten 



RPGA REPORT 


# 


Realms and Worldwide D&D Game Days . You can 
also search for stores and play locations near you , 

and even find people, including Wizards staff . If you 
really want to find the answers to tough questions, 
you can hit up the forums . The community is there to 
help! 

TFR Adventures Premiere 
in Public 

Starting in January, new Living Forgotten Realms 
adventures will be available first to those running 
public games scheduled through the Wizards Play 
Network. It’s our hope that local organizers will find 
this of great benefit, as game stores and conven¬ 
tions will now be able to premiere almost all LFR 
adventures approximately 3 months before these 
adventures become available for home play. So, head 
to your local game shop or convention to try out the 
hottest new offerings for Living Forgotten Realms! 

D&D Experience.- January 
28-31 

Just around the corner is our feature D&D conven¬ 
tion for the year-D&D Experience! Taking place in 
Fort Wayne, Indiana January 28 -31, D&D Experi¬ 
ence will be your place to get the inside track on 
what’s going on with the game for 2010. We’ll have 
a detailed breakdown of (most) everything to expect 
at the show in the January column, but you can see 
a full schedule over at the D&D Experience website 
and register for games. Run by our go-to big show 
organizer David Christ, here’s just a short fist of some 
of the exciting activities we have in store this year: 


Dark Sun Sneak Peek. You want to know about 
the world of Athas in 4th Edition? There’s no better 
place to be than D&D Experience! We’ll have a spe¬ 
cial preview adventure using monsters and characters 
from the upcoming Dark Sun products so you can 
have a hands-on experience with the new rules. In 
addition, we’ll be offering a seminar discussing Dark 
Sun hosted by lead designer Rich Baker. 

Player’s Handbook 3 Preview. If you check out 
the Dark Sun adventure at the show, you might see 
some flashes of more Player’s Handbook 3 content that 
has yet to be spoiled anywhere else. In addition, we’ll 
have a 2010 Product Preview seminar where we’ll 
discuss Player’s Handbook 3 and give more details on 
what you can find within its pages. 

Other Upcoming Surprises. More than just 
our big early releases during the year, we’re going to 
save a few surprises for show time. You can expect to 
have close encounters with products releasing in the 
first half of 2010 during the show in various places. If 
you’re going to the show, keep your eyes peeled! 

Seminars Galore. We’re expanding our seminar 
content this year with at least a half a dozen seminars 
and workshops taking place, including the return of 
the ever-popular Annual Product Preview (get ready 
to tweet and blog) and the DM-troubleshooting work¬ 
shop Save My Game! In addition, seminars on D&D 
Organized Play (another good one for spoilers), Dark 
Sun, Adventure Design, and D&D in the Digital 
Realm will be offered during the show. A complete 
seminar schedule with descriptions will be available 
soon on the D&D Experience website , but as a heads 
up, all seminars will take place during the afternoon 
gaming slot (starting at 1 p.m.) each day. 


December 2009 | DRAGON 382 















Access to Wizards Staff. D&D Experience is 
one of the best places to meet and greet the staff that 
work on the D&D game. This year we have a number 
of guests who will be running games, hosting semi¬ 
nars, and signing autographs throughout the entire 
weekend. Staff confirmed as of early December 
include Mike Mearls and Rich Baker, two prominent 
D&D RPG designers, as well as Bart Carroll from 
the D&D Insider team, Chris Champagne from our 
digital department, Trevor Kidd from the community 
team, and Chris Tulach from D&D Organized Play. 
Get your book signed, play a game with us, listen to us 
exchange witty banter at seminars, or just bend our 
ear to let us know what you think about the game. 

Living Forgotten Realms and More. Lest we 
forget, D&D Experience is also about playing the 
hottest new adventures in Organized Play, includ¬ 
ing a bunch of great new Living Forgotten Realms 
adventures. This year, all of the LFR core adventures 
and specials tie together to create an incredible story 
arc set in Elturel and present the first-ever battle 
interactive for the campaign! If you’re an LFR player, 
you won’t want to miss this. If you’re new to LFR, 
D&D Experience is a great place to start playing with 
some great exclusives. 

Vendors for Your Gaming Needs. Once again, 
D&D Experience will have a number of vendors 
available where you can pick up the latest RPG 
releases, grab some dice, or get the tool you need to 
play or DM your game. Don’t fret if you forget a rule- 
book or your dice bag; we’ll have you covered at the 
show. 

Cool Takeaways. If you preregister for the show, 
you’ll receive a cool D&D backpack (while supplies 
last), and there will be some great new D&D Rewards 


cards in addition to other goodies. If you want to com¬ 
memorate your time spent in beautiful Fort Wayne, 
we’ll even have a great-looking “rock concert” style 
D&D t-shirt for sale at the show! 

That’s all for this month. Have a warm and festive 
holiday season, and we’ll see you in 2010! 

New Living Forgotten 
Realms Adventures 
Releasing This Month 

Check out the latest adventure offerings for December! 

December 2, 2009 

IMPIl-7 Masquerade 

A scheming noble’s plan may have placed his only 
daughter in danger, forcing the desperate man to 
plead for help from outsiders. But political intrigue is 
not the only game in Impiltur — nor the most danger¬ 
ous. A Living Forgotten Realms adventure set in 
Impiltur for characters levels 4-7. 

TYMA1-7 Stolen Cargo 

There are many dangers on the open sea - and 
beneath the waves. Adventurers are able to defend 
themselves, but the rest of your ship’s crew is not so 
fortunate. Now it falls to you to rescue them from the 
drowned city of Messemprar. A Living Forgotten 
Realms adventure set in Tymanther for characters 
levels 7-10. 

December 9, 2009 

COREl-17 Stumbling Toward Harmony 


RPGA REPORT 

A prophet and his followers are leaving Thesk and 
looking to start a new life. Heroes are needed to pro¬ 
tect them on their travels and aid them in finding a 
new home. A Living Forgotten Realms adventure 
set in the Hordelands for characters levels 4-7. 

LURU1-7 Demonic Dealings 

Deep in the Glimmerwood, the Uthgardt Barbarians 
keep the ores of Luruar in check. A new ally to the 
ores changes the balance of power. House Itharwen, 
unfortunate victims of the new alliance, are seeking 
heroes to recover their losses in this battle. A Living 
Forgotten Realms adventure set in Luruar for char¬ 
acters levels 7-10. 

MOON1-7 Treasure Hunt 

An old bard’s tale, a sunken ship, and a foreign cap¬ 
tain: Secrets lost for decades may come to light if you 
embark on this treasure hunt. You may find riches or 
be the main course on some beast’s table. A Living 
Forgotten Realms adventure set in The Moonshae 
Isles for characters levels 7-10. 

December 16, 2009 

AKANl-7 Faint Hope 

When antipathy prevents an old man from getting 
an escort to the south, you are his last resort. Can 
you help him reach the jungles and a possible cure 
for his ailing adopted daughter? A Living Forgotten 
Realms adventure set in Akanul for characters levels 
1-4. 



mber 2009 | DRAGON 382 



Decer 





RPGA REPORT 


EAST1-7 Right of Passage 

The dwarves of Eartheart have delved into the wrong 
cavern and offended a colony of myconids. Apologies 
must be made or the price for the dwarves could be 
steep. A Living Forgotten Realms adventure set in 
the East Rift for characters levels 4-7. 

M1N11-5 Pyrophobia 

Lone survivors. Run. Flames. Madness. Run. Trails 
of Smoke. Watching eyes. RUN! You have thwarted 
the fire cult’s summoning, but at what price? Can you 
escape the fire cult’s advances and reveal their true 
leader? A double-length Living Forgotten Realms 
adventure that is part of the Embers of Dawn mini¬ 
campaign set in Tarmalune for characters levels 1-4. 

December 23, 2009 

AGLAl-7 Twilight Ambitions 
Aldaron the Loremaster has continued to delve into 
the mysteries of the ancient Tome of Twilight Boughs. 
But some of the book’s mysteries seem far from 
ancient, and Aldaron needs the help of adventur¬ 
ers to figure out why. A Living Forgotten Realms 
adventure set in Aglarond for characters levels 7-10. 
This adventure concludes the Major Quest involv¬ 
ing the Tome of Twilight Boughs (which begins in 
AGLA1-1 Lost Temple of the Fey Gods and continues 
in AGLA1-4 Through Twilight Boughs). 


MYRE1-4 My Realms Adventure PI 
2009 

A My Realms adventure is the DM’s chance to shape 
the fate of a group of characters. Are you up to the 
challenge? A Living Forgotten Realms adventure 
set in the DM’s imagination for characters levels 
11-14. 

December 30, 2009 

No adventures this week. Happy Holidays and have a 
great New Year! 


About the Author 

Originally thought to have heen raised from a humhle Mid¬ 
western family, Chris Tulach actually fell to Earth in a 
meteorite-shaped capsule flung from a planet far outside our 
galaxy. While under the yellow rays of Sol, Chris’s nerdity 
far surpasses that of any normal human. Using this precious 
gift only for good, he has become the D&D Organized Play 
Content Developer, responsible for the development and 
deployment of Dungeons & Dragons organized play programs. 
He is also the co-author of E2 Kingdom of the Ghouls. 


mber 2009 | DRAGON 382 



Decer 






This is the time of year for retrospectives, 
so I’ve decided to devote this column to 
reviewing some of the highlights of the past 
year. Along the way, I may give a hint or 
two about the year ahead, and I’ll show off 
a couple of items from upcoming products, 
including Hammerfast: A Dwarven Outpost 
Adventure Site and The Plane Above: Secrets 
of the Astral Sea game supplement. 


he Coast LLC. All rights reserved. 


AMPERSAND 


Looking Back 


BY BILL SLAVICSEK 


This is the Year that 
Was ... 

Looking back, I’m proud of what we accomplished 
over the course of 2009 for the Dungeons & Drag¬ 
ons brand. Great events took place, such as D&D 
Experience, Gen Con, and a number of amazing 
D&D Game Days that occurred simultaneously 
around the world. Great products for the roleplaying 
game rolled out, including Player’s Handbook 2, Mon¬ 
ster Manual 2 , and Dungeon Master’s Guide 2 , as well as 
Revenge of the Giants, Dungeon Delve, Primal Power, and 
the Eberron Campaign Guide. 

In the novels, we ended R.A. Salvatore’s latest 
trilogy with a bang in The Ghost King, scared some of 
our younger readers with A Practical Guide to Vam¬ 
pires, and otherwise added to the lore of the Forgotten 
Realms, Dragonlance, and Eberron with a great collec¬ 
tion of new tales of action and adventure. 

In the miniatures arena, we unleashed some of the 
best models we’ve done in a new packaging concept 
that started with Monster Manual: Dangerous Delves 
and culminated with Monster Manual: Savage Encoun¬ 
ters, with the Huge set Monster Manual: Legendary Evils 
sandwiched between them. 

On the digital front, Dragon Magazine and Dungeon 
Magazine have been going strong, turning out excit¬ 


ing and useful content each and every month all year 
long. This was also the year in which the D&D Char¬ 
acter Builder expanded, the D&D Monster Builder 
was introduced, we launched a new version of our 
website, and we introduced a new community section 
complete with personal pages, blogs, and more. 

It was a great year, and 2010 promises to be even 
better. We’ve got Player’s Handbook 3 and Dark Sun 
on the horizon, among other titles. We’ve got some 
surprises in the area of miniatures that I hope to 
talk about next month. We’ll continue to expand 
and improve our digital offerings. And we’ve got a 
bunch of new stuff happening in novels that I’D try 
to provide information on in the next month or so, 
including a new series of Dungeons & Dragons 
novels set in the world established in the core role- 
playing game. 

Twitter 

Soon (quite, quite soon), we’ll be launching our offi¬ 
cial D&D Twitter channel: wizards dnd. Be sure to 
follow us in order to find out—via the fastest means 
possible these days—the latest goings on from around 
the halls of Wizards of the Coast. We plan on using 
this channel to tip folks off to announcements, Orga¬ 
nized Play event information, occasional in-game 


December 2009 | DRAGON 382 






happenings, and periodic snippets of everyday activi¬ 
ties happening here concerning those working on the 
Dungeons & Dragons brand and suite of products. 

HAMMERFAST: A 
DWARVEN OUTPOST 
ADVENTURE SITE 
SNEAK PEEK! 

Here’s the opening spread from this upcoming 
product, that features a poster map and background 
information for dropping this dwarven town into any 
D&D campaign. 

“Assault on persons living or dead without provocation is 
grounds for prosecution.” 

—Warning posted at the Trade Gate, Hammerfast 

History walks the streets of Hammerfast in the form 
of the dead, the dwarves and ores who died in this 
place more than a century ago. They are now ghosts 
consigned to wander Hammerfast’s streets until the 
end of days. Hammerfast was once a necropolis, a col¬ 
lection of tombs where the dwarf lords interred their 
people. As the dwarves’ wealth grew, their burial 
chambers changed from simple stone sepulchers to 
lavish treasure vaults filled with the material wealth 
garnered over a lifetime. 

Hammerfast transformed from a graveyard into 
a storehouse for treasure, and thus it became a 
target. A hundred years ago, the Bloodspear ore tribe 
conquered the necropolis but gained little from it. 

The ores killed the priests and warriors tasked with 


AMPERSAND 


guarding Hammerfast and started to loot the place, 
but the dwarves’ burial chambers yielded their trea¬ 
sures only grudgingly. The necropolis held street after 
street of unmarked tombs, some riddled with traps, 
many empty, and only a few containing great trea¬ 
sure. The ores suffered great losses to the defenses 
of Hammerfast and, after butchering its guards and 
capturing a few of its treasures, they turned their 
attention to easier targets in other locations. 

In time, the dwarves returned to Hammerfast. 

Due to the fall of the Nerath Empire, the citadels of 
the dwarves were broken, famine and plague grew 
thick across the land, and monsters and raiders 
prowled freely. In the face of such chaos, the dwarves 
made a fateful decision. Why waste fortifications on 
the dead? They had no use for it. Thus, Hammerfast 
was transformed into a town of the living. It has since 
grown into the largest and richest settlement in the 
eastern portion of the Nentir Vale. 

Yet although Hammerfast has changed, its past 
lingers on. The remaining sealed tombs stand 
untouched on pain of death by decree of the Town 
Council. Ghosts still walk the streets, some of them 
ore warriors slain in the Bloodspears’ attack, others 
priests ofMoradin or the necropolis’s doomed guard¬ 
ians, and even a few of them dwarves laid to rest 
here long ago. Such creatures enjoy full citizenship 
in Hammerfast, so long as they observe its laws. In a 
sacred compact struck with Moradin and Gruumsh, 
the town’s founders agreed to respect the dead and 
defend their resting places in return for the right to 
settle here. 

Welcome to Hammerfast! 


Three Unique Traits 

There are three points that make Hammerfast 
unique. 

♦ Hammerfast is a town where the living dwell 
among the dead. The buildings are tombs and sep¬ 
ulchers, cleared of rubble and refurbished to serve 
as homes and businesses. 

♦ Some of the tombs remain sealed. Their treasures 
are a powerful lure for adventurers, but raiding 
such a tomb is punishable by death. In some of the 
inhabited tombs, secret doors to forgotten passages 
and chambers await discovery. 

♦ The dwarves must endure the presence of ores. As 
part of the divine compact that created the town, 
Gruumsh demanded that his dead be honored, 
too, by a temple devoted to his power. 

Using This Book 

Hammerfast can be the glue that holds your cam¬ 
paign together, a town that you can use as a base of 
operations between heroic tier expeditions or as a 
ready source of urban adventures. Hammerfast pro¬ 
vides a framework designed to accommodate a broad 
range of adventures and serves as a jumping off point 
for your imagination. It also includes resources you 
can use to fill in details as you need them during a 
game session. 

A Safety Net: Most of this book focuses on giving 
you a range of options rather than in-depth details. 
When you run adventures in Hammerfast, use this 
book to fill in the blanks that come up in play, allow¬ 
ing you to focus on plot and story. Lay out the map of 
Hammerfast when the adventurers enter town, and 
allow them to explore the place as they like between 







AMPERSAND 


excursions. If you have designed a dungeon or oth¬ 
erwise have an adventure location they need to visit, 
place it on the outdoor map in whatever place fits 
best. 

A Campaign Arc: The stories this book sets in 
place can serve as the framework of a campaign that 
takes the adventurers from 1st to 10th level. The 
three villain groups presented at the end of this book 
provide plenty of opportunities for adventure, such as 
thwarting the renegade priests of the Circle of Stone 
or slaying the legendary dragon Calastryx. 

An Idea Mine: Many of the descriptions of the 
nonplayer characters (NPCs) in this book include 
backgrounds and motivations that make them good 
sources of adventures. Use these NPCs to build your 
campaign or to tempt the adventurers into action. 

Hammereast’s Legacy 

The compact forged between the folk of Hammerfast, 
Moradin, and Gruumsh created the foundation upon 
which the town rests. It shapes everyday life and 
influences the town’s development. Of course, as with 
anything involving dwarves and ores, it also creates a 
source of constant tension. 


The Compact 

When the dwarves first resolved to settle in Ham¬ 
merfast, the priests of Moradin beseeched their god 
for guidance. The necropolis was once sacred ground, 
before the invading ores defiled it. 

A champion of Gruumsh named Tarrak led the 
assault on Hammerfast. He swore to Gruumsh to 
destroy the place and loot its treasures. Tarrak died in 
the assault, along with many other fanatical worship¬ 


pers of Gruumsh. In Gruumsh’s single, baleful eye, 
Hammerfast became a monument to his worshippers’ 
ferocity. 

With two competing deities laying claim to Ham¬ 
merfast, only a compromise could avert a second 
war. Moradin and Gruumsh argued and threatened 
each other through intermediaries, until at last they 
reached an accord. Gruumsh had no use for the town, 
but he saw the chance to create a stark reminder 
of his champion’s victory. He demanded that the 
dwarves set aside part of the town for his priests. 

Moradin agreed, but as a condition of his assent 
insisted on a strict set of rules that both parties must 
follow. Gruumsh gained his show of defiance, and 
Moradin ensured that his followers would be safe 
from Gruumsh’s treachery. The rules set forth were 
simple but inflexible: 

♦ Worshippers of Gruumsh are not to be attacked 
or detained within the town as long as they do 
not commit acts of violence against Hammerfast’s 
residents. 

♦ Any priest of Gruumsh in the town must aid in its 
defense should it come under attack. 

The ghosts that dwell in Hammerfast are to be left 
alone, as long as they do not attack the living. 

4 The temples of Moradin and Gruumsh are sacred 
ground. If either is attacked by the other, the gods 
will intervene. 

The punishment for violating the compact varies. 
If a priest of Gruumsh is injured or detained, the 
dwarves must turn over a priest of Moradin for tor¬ 
ture and execution at Gruumsh’s temple. Any priest 
of Gruumsh that violates the compact is struck blind 
and exiled to certain death in the wilderness. The 
town guard enforces the law regarding the ghosts: 


Any attack on the undead is treated like an assault on 
a living citizen. 

The final rule spurs much speculation. The exact 
nature of the divine intervention was never set forth, 
but most residents believe that the gods would send a 
cataclysm to destroy the town if this rule is broken. 

Houses oe the Dead 

Although some of the tombs in Hammerfast were 
reduced to rubble by the attacking ores, most were 
simply picked clean of their contents. The ores 
smashed open coffins, pounded sarcophagi into 
rubble, and scattered remains across the necropolis. 

The dwarves rebuilt Hammerfast, keeping as 
much of the necropolis intact as possible. Most homes 
and businesses use the same thick-walled stone struc¬ 
tures that once housed the dead. The interiors have 
been cleaned and reorganized. In some buildings, the 
original sarcophagi, murals, and other decorations 
remain. 

In the summertime, some of the structures 
become unbearably hot. For this reason, structures in 
Hammerfast were built downward, not upward. Most 
families use the first floor of their homes as work¬ 
shops or for storage, with the basement level set aside 
for sleeping. Most structures in Hammerfast house 
several families, each living within a subset of the 
chambers found in a typical tomb. 

The tombs that remain intact are off limits. The 
town guard patrols the necropolis, and anyone caught 
looting existing tombs faces a death sentence. That 
doesn’t stop some thieves, and rumors abound of 
tombs that were looted by thieves despite the vigi¬ 
lance of the town guard. 





Many folk suspect that even the tombs now used 
as homes and businesses still hide ancient trea¬ 
sure chambers, hidden passages, and other secrets. 
Although looting intact tombs is against the law, 
tombs that have already been opened are fair game. 
Thus, adventure might be as close as the secret door 
beneath one’s bed. 

Ghosts of the Past 

The ghosts of Hammerfast serve as a sobering 
reminder of its past. Although the ghosts are by no 
means numerous enough to crowd the streets, a resi¬ 
dent of Hammerfast is likely to see a ghost at least 
once during the course of a week. 

Most of the ghosts keep to themselves, avoiding 
contact with other creatures and content to simply 
reenact the last few moments before they died or 
the daily routines they followed in life. Other ghosts 
linger on for specific reasons. Telg and Kralick in 
Location 22 are examples of the latter type of ghost. 

Ghosts sometimes have a task or another respon¬ 
sibility that they seek to complete. An ore might 
batter at the door of a sealed tomb, howling as the 
door remains standing. A dwarf might stand atop the 
walls, determined to maintain her position in the face 
of an endless wave of attackers. 

For more on Hammerfast, watch for the prod¬ 
uct release in April! 


AMPERSAND 


THE PLANE ABOVE: 
SECRETS OF THE 
ASTRAL SEA SNEAK 
PEEK! 

Many of the dominions in the Astral Sea are sur¬ 
rounded by border areas, often made up of islands. 

In the dominion of Celestia, shared by the deities 
Bahamut, Kord, and Moradin, this surroundng 
island chain is known as the Foothills. The area has 
a number of unique types of fantastic terrain, which 
are described below. 

Terrain effects in the Foothills derive from either 
their forbidding environment or the influence of 
Celestia’s deities. Those resulting from the gods’ 
influence are often field effects. Fields potentially 
affect all or most of an encounter area. They remain 
dormant until certain actions are undertaken during 
an encounter. These actions establish small zones that 
remain active until the end of the encounter. 

Armorfields 

Where Moradin’s exalted tread, armorfields spring 
up. 

Effect: When a creature in an armorfield area 
takes cold, fire, force, lightning, necrotic, poison, radi¬ 
ant, or thunder damage, the space that the creature 
currently occupies becomes a zone until the end of 
the encounter. While a creature is within the zone, it 
gains resist 5 damage to that type of damage per tier. 
If the damage that created the zone has more than 
one type, the creature that triggered the creation of 


the zone selects one of those damage types as the 
resistance the zone confers. 

Usage: Enemies that recognize the presence of an 
armorfield will use it to their advantage by moving 
into the zone’s space. Because of the resistance, they 
will use attacks of the same type of damage against 
enemy and ally alike, trusting the resistance to pro¬ 
tect their friends. 

Drainer Lichen 

The Foothills’ rockier slopes are mottled by drainer 
lichen. 

Effect: When a creature leaves a square of drainer 
lichen, it takes ongoing 5 radiant damage per tier 
until it reenters the drainer lichen square. Each 
square of drainer lichen can confer this ongoing 
damage only once each encounter. 

Usage: Move enemies to a square of drainer lichen 
that a character leaves, forcing that character to take 
ongoing damage until the enemy can be moved off 
the square. Use soldiers with a high AC to make this 
tactic very effective. 

Gramble 

The Foothills’ rugged heaths are covered in patches 
of gramble, a dense, thorny bush with carnivorous 
instincts. 

Effect: Gramble is often difficult terrain, and can 
also be blocking terrain, as some bushes are tall and 
thick enough to block line of sight. When a creature 
ends its turn in or adjacent to a square of gramble, it 
is restrained until the start of its next turn. When a 
creature starts its turn in or adjacent to a square of 
gramble, it takes 5 damage per tier. 


December 2009 | DRAGON 382 







AMPERSAND 


Usage: Combine patches ofgramble with ranged 
attackers to create an area of difficult or blocking ter¬ 
rain that the characters have to move through or in 
between to reach their enemies. 


Mercyfields 

Locations visited by Bahamut’s exalted dragons 
develop into mercyfields. 

Effect: If a creature in a mercyfield area is blood¬ 
ied, the space that the creature currently occupies 
becomes a zone until the end of the encounter. When 
a creature starts its turn within the zone, it gains tem¬ 
porary hit points equal to one-half its healing surge 
value. 

Usage: Put enemy brutes or soldiers in a mercy- 
field zone to make those creatures more difficult to 
defeat, especially if the space creates a choke point 
that the characters need to pass to get to a leader. 

Valoreields 

When Kord’s exalted gather to fight, they leave valor- 
fields in their wake. 

Effect: If a creature in a valorfield area is blood¬ 
ied, the space that the creature currently occupies 
becomes a zone until the end of the encounter. 

While a creature is within the zone, it grants combat 
advantage. 

Usage: Have skirmishers and other mobile 
enemies try to maneuver characters into valorfields. 
Soldiers with the ability to mark and lock down ene¬ 
mies can maneuver a character onto a valorfield zone 
to make that character an easier target for its allies. 

Check out The Plane Above: Secrets of the Astral Sea 
when it release in April. 


Happy holidays everyone! 

^/\ 


In Case You Don’t Know Him 

Bill Slavicsek’s gaming life was forever changed when he 
discovered Dungeons & Dragons in 1976. He became a 
gaming professional in 1986 when he was hired by West End 
Games as an editor. He quickly added developer, designer, 
and creative manager to his resume, and his work helped 
shape the Paranoia, Ghostbusters, Star Wars, and Torg roleplay¬ 
ing games. He even found some time during that period to do 
freelance work for D&D 1st Edition. In 1993, Bill joined the 
staff of TSR, Inc. as a designer/editor. He worked on a bunch 
of 2nd Edition material, including products for Core D&D, 
Dark Sun, Ravenloft, and Planescape. In 1997, he was part of 


the TSR crowd that moved to Seattle to join Wizards of the 
Coast, and in that year he was promoted to R&D Director for 
D&D. In that position, Bill oversaw the creation of both the 
3rd Edition and 4th Edition of the D&D Roleplaying Game. 
He was one of the driving forces behind the D&D Insider 
project, and he continues to oversee and lead the creative 
strategy and effort for Dungeons & Dragons. 

Bill’s enormous list of credits includes Alternity, d20 
Modern, d20 Star Wars, Pokemonjr., Eberron Campaign Setting, 
the D&D For Dummies books, and his monthly Ampersand (&) 
column for Dragon Magazine. 


December 2009 | DRAGON 382